Void_Vis_Vires Posted November 12, 2014 Share Posted November 12, 2014 The recent rework to Excalibur has been fantastic, thanks so much for the rebalance he is a much more viable frame, however there have been just a few things that I think could still use a revision. Slash Dash I suspect that a rework to this move may currently be reserved for a new augment mod. However I just cant let go of the overwhelming convergence of the community on the suggestion that this move add and be effected by the melee counter. I also thought this move could be affected by a percentage of the damage from the currently equipped melee weapon, similar to, but not quite as much as valkyr's hysteria . The latter may make the move too powerful however I think with the inclusion of melee 2.0 the former is just a must have for the baseline efficacy of this move. Super Jump The stealth aspect added to this move is great however I have noticed it is still a very niche moves that seems to fall short of its intended utility. Not to mention that being invisible in the air is not as easy to take advantage of as it may first seem. My suggestion for this move is that the stun be moved to being activated on landing(its currently activated upon jumping) and the enemies that are stunned be open to melee finishers , in the same fashion that ash's teleport leaves enemies open for finishers. I do not feel like having a stun activated at the time of jumping is very helpful because it seems that jumping itself, along with being invisible while you jump is adequate enough for an escape move. However I feel like the move is still lacking a component to fully take advantage of the implied stealth purposes. Placing the stun at the end with the ability to use finishers would make the move much more useful in a stealth and action setting. Bringing this move closer to the philosophy of Excalibur being a frame that can adapt to many situations. Link to comment Share on other sites More sharing options...
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