Void_Vis_Vires Posted June 21, 2014 Share Posted June 21, 2014 (edited) Hi All, this post is particularly lengthy because I have spent a lot of time thinking about this particular topic. That being said I am VERY interested in what those of you who may read this think about this topic and the things I have said here. I would really appreciate keeping this discussion respectful and on topic so I am going to ask any trolls and flamers to just please move on to another forum post. To everyone else I am really interested in anything you have to say about this whether or not you disagree or agree or have suggestions of your own I would like to hear it all! I have also sent a slightly modified version of this to Scott as a pm so I kinda wanted to use this version of it to collect the opinion of the community so once again I would REALLY appreciate ANY feedback and discussion about this, and who knows maybe this will end up changing something ;) Anyways...here we go! Warframe has been going through a lot of changes lately. Regarding this message I wanted to talk about the some potential changes specifically for Excalibur that would bring him up to par with the other frames. I am particularly passionate about Excalibur as he was my starting frame and has always been my favorite warframe and he seems to get overlooked a lot. It seems to me that Excalibur is supposed to be an all-purpose class. This was initially very good when the warframe pool was much smaller however over time Excalibur seems to be becoming less and less relevant with the inclusion of more and more warframes. The game as it is now seems to have less and less space for Excalibur as there is at least one warframe per power that can virtually do a version of one of his moves better than he can. (more detail about this below) Many of the warframes have something they are “best” at or something “special” about them. I was thinking that for Excalibur that he could be the “physical damage king” taking advantage of the three physical damage types introduced in damage 2.0. My suggestion is that Excalibur be reworked as an offensive dps class. He could be the “best” at dealing the most physical damage in the least amount of time. The ability to do damage over time lies enough at the core of warframes game play that I feel like the employment of such changes would not strip him of his starting frame status. This would also allow him to scale better into late game. As of right now he has one of the most global and hardest drop offs of any frame in the game and these shortcoming are barely able to be circumvented with the use of many forma to push him to an “extreme build”. Currently as a warframe I feel Excalibur is particularly outshined by the following warframes in the following ways. Rhino: In my opinion Rhino directly out classes Excalibur’s offensive abilities, which I think is strange because Rhino is the dps tank class in warframe and should not be able to out preform a class that is said to be offensive. Zephyr: Directly Outclasses Excalibur’s mobility. Excalibur was once also hailed for his mobility, however Zephyr pretty much outshines him in the area in every way. Slash Dash: in light of melee 2.0 slash dash should be treated as a melee attack. As a consequence of this slash dash could contribute to the melee combo counter. The move could also receive a damage boost from the melee multiplier and it could receive a portion of the power strength from the players currently equipped melee weapon. In addition to this if the move counts as a melee move it will receive a damage boost when used against unaltered enemies. This means that the move now synergizes with Excalibur’s radial blind and also now scales much better into endgame. The move should also offer more feedback to the payers upon hit. As of now I find myself almost always needing to turn around to see if the move was effective or not. The default range of the move should increase and there should also be some other type (maybe a visual effect, maybe a noise) that indicates a successful hit. This could of course also be taken care of by the melee combo counter. Currently I feel that the power(s) that are similar to this that outperform it is Rhino’s Rhino charge and Zephyrs Tailwind. For Rhino this move offers mobility as well as the added utility of the knock down, and also of course the damage. For Zephyr her tailwind will propel her up if used on the ground and forward if used in the air, this is one of the only powers in the game that synergizes with itself. Super Jump: This has always been a contentious power. Its good quality is that it doesn’t cost much and I feel as if it was given to Excalibur with the best of intentions, however I just don’t feel that vertical mobility has a much utility in this game as horizontal mobility does due to the dungeon like style of many of the tile sets. Personally I would like to see this power removed all together however I know that many players would be upset if that was the case. This was the hardest power for me to come up with a rework so bear with me. For super jump I was thinking it could be changed to a duration based power or finite usage power similar to Vauban’s bounce ability. That being said super jump could last a certain number of second or endow the player with a certain number of jumps per use. The height of the jump could also be increased to bring it into alignment with its name. Right now it feels more like a “mega” jump as opposed to a “super” Jump. The move should have an even more dramatic increase in height to make it feel more “super”. The last change I thought of for super jump is that the user could hold down the power button and release the power button if they would like to stop rising before the apex of the jump. That was the move can be used in situations where the player needs more height than a normal jump but does not need the full extent of the jump. Upon landing the move could also send out a radial blast of the impact damage type. Currently I think that Zephyrs tail wind, Vauban’s Bounce, and Nova’s Worm hole directly out preform Excalibur’s super jump. Zephyrs tailwind goes higher than super jump. Vauban’s bounce can be placed, and it can also be used as an offensive measure or for utility for team mates. Nova worm hole allows her a line of mobility in whatever direction the play can aim at. The move can also be used strategically against enemies or for team mates Radial Blind: It can be argued that Radial blind is currently Excalibur’s most useful power. It offers an aoe stun and blind to nearby enemies within range. The move doesn’t seem to have a limit on the amount of effected targets so long as they are in range and the move also offers a brief stun to the enemy. The enemies can then move however the can only attempt to attack you if the hear you. I have noticed that even with a min maxed build the stun duration seems to be a little short. This brings me to my only suggestion for Radial blind that specifically the stun duration (not the time spent blind) be scaled so that it is always some percentage of the total time spent being blind. This will help the move scale into late game where the mobs need to be hit again and it will save the player from needing to spam the move over and over again. It will also come in handy when reviving team mates as when things get hectic often times your sentinel will draw agro towards you when trying to res team mates in a cluster of late game mobs. It tough to list a power that directly outshines ( no pun intended) this move as it seems to be one of the more unique moves in the game. Moves that come close to outshining it are Nyx’s chaos and Nekros’s terrify. Radial Javelin: This move is a very good move early game. However it has been my experience that without a min maxed build this cannot really scale into end game content well. This seems to be even more the case since the introduction of damage 2.0. My suggestions for this move is that instead of the base damage of 1000 being split evenly amongst the 3 physical damage types it should do 1000 damage of each damage type. The move should also receive a damage buff that scales with the level of the mod and at level zero the mod should do 1000 damage. The Javelins should also have a degree of puncture so that the move is not rendered less viable in small or clustered rooms. However if it was necessary to avoid the javelins having puncture a potential rework for the move could be that the Javelins spawn under the feet of the enemies and shoot up directly into them. I feel as if this move is generally outclassed by the other ultimates in the game. Looter: This is a move I thought of to potentially replace super jump with. It is a simply move that would offer the team some utility. The move could temporarily double the value of any resource picked up. This is hypocritical as it would be non-offensive however that was just an idea I had. So those are my suggestion to bring Excalibur up to snuff with the rest of the warframe crew. Thanks for reading! Edit: after all that I forgot something lol Another new power I thought of for him: Name: Siphon Effect: A team buff that gives the team a duration of time which melee channeling cost zero energy. Edited June 21, 2014 by Ebohcalyps3 Link to comment Share on other sites More sharing options...
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