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Excalibur Is Almost There!(Just A Little More)


Void_Vis_Vires
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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.

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the stealth aspect is downright goofy and one of the weirdest buffs for a move like superjump that I've ever seen, lol. Superjump should be reworked into some kinda state change for excal.

 

Radial javelin still isn't good enough, sure people will go and make their arguments involving viver and how it has a stun now, but heres the thing. Radial blind is still the more effective option, out of anything else Excalibur can do, Radial blind beats them all out, even in its nerfed state.

 

slash dash needs scaling damage. it should be based on your melee damage.

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I think that the stun for Super Jump (on landing) is quite a brilliant idea, it should act just like Heavy Impact. 
And if players do have Heavy Impact equipped on Excalibur it should increase the stun radius of Super Jump's awesome stun...

+1 for your creativity! Stealth Super Jump+Radial stun is quite awesome instead of just Stealth Super jump, because if you're already alerted to the enemy then what is the point? Because they'll turn around and shoot you, instead of aiming at the direction you used to be.

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For Super Jump, when on the ground have it work the same as before its "buff," but when you use Super Jump in the air, have it be similar to Dive Bomb , but with Excalibro thrusting his magic Skana into the ground. Give it a nice knock-down radius on the slam and for any enemy unfortunate to be directly hit with Excalirbo's magic Skana, have it do it 500 based damage, in addition to 10x your melee damage.

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Slash dash: damage from the melee and proc chance from the melee. Radial blind possible adds damage

Superjump: when he jumps he creates so much force that it breaks the floor blinding targets from dust. Once he lands all enemies are pushed away and knocked down for a duration. Range+duration mods effect the knockdown. Strength effects the blind.

Or a new ability dancing barrier

* Acts slightly differently upon activation now - When activated, Excalibur summons 6/8/10/12 spinning blades of energy that will follow him for 7/8/9/10 seconds whirling around him, dealing 100/150/200/250 Slash damage a second to every enemy around him (Note: This DPS is independant of the number of blades he has spinning around him). The range of this particular effect is just a couple of meters around him (the radius is equal to about the length of the actual blades)

* In addition, while the blades are whirling around you, Excalibur could have some form of minor protection against ranged projectiles. Something simple, like 15/20/25/30% less damage taken from enemy projectiles or so.

* If you block while the blades are spinning around you, the blades stop spinning for as long as you are blocking and will greatly help you with blocking, instead of damaging nearby enemies! These are the blocking bonuses:

1) It gives you 360 degree blocking!

2) guarantees that the target is counter stunned, allowing you to do the counter finisher if you want to

3) All enemy projectiles are reflected back, dealing 25/50/75/100% of the damage back at the attacker only while blocking.

This ability lets you get into melee range but also let's you still be cautious about those around you but gives you the ability to protect your self with out spamming radial blind.

Radial blind: needs reverting backed or fixed properly at the moment it's so situational I can be just about to revive and have to blind2-3 times because of a tiny wall or fence in the way. Even when I can see enmities above or under or kind of diagonal it does not blind. Enemies clustered together even have some enmities not being blinded. I can understand it not going through shut doors but that should be all. It was never the best cc ability as well as it never did damage and corpus moas and grinier still used grenades. 2 options give Excalibur a no Los for 10-20m that blind no mAtter what them any range mods are then Los.

Radial javelin: finisher damage, stun increased by duration mods the stun is so short even the animation is longer. Casting you still are vunrable to damage

Damage effected by radial blind.

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Slash dash: damage from the melee and proc chance from the melee. Radial blind possible adds damage

Superjump: when he jumps he creates so much force that it breaks the floor blinding targets from dust. Once he lands all enemies are pushed away and knocked down for a duration. Range+duration mods effect the knockdown. Strength effects the blind.

Radial blind: needs reverting backed or fixed properly at the moment it's so situational I can be just about to revive and have to blind2-3 times because of a tiny wall or fence in the way. Even when I can see enmities above or under or kind of diagonal it does not blind. Enemies clustered together even have some enmities not being blinded. I can understand it not going through shut doors but that should be all. It was never the best cc ability as well as it never did damage and corpus moas and grinier still used grenades. 2 options give Excalibur a no Los for 10-20m that blind no mAtter what them any range mods are then Los.

Radial javelin: finisher damage, stun increased by duration mods the stun is so short even the animation is longer. Casting you still are vunrable to damage

Damage effected by radial blind.

 

This +1

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Howso?

Excalibur currently has 2 abilities dedicated to mobility, one based on strength and the other based on range, a utility in blind and a damage in javelin.  Just the idea that Excalibur has 2 abilities for mobility that don't even share the same modifiers makes me think there's something off.  Not to mention DE drastically improved melee mobility with air melee making just about anything you'd need to reach with super jump reachable to anyone holding a melee weapon.  Sure, super jump can send you higher but when do you need to go that high, what's the point? Why not let Excalibur be just as good at mobility as he is now with a single mobility move in a directional slash dash since we can obviously slash up with our melee weapons now anyway and replace super jump with something more useful.  Radial Blind used to be one of the best CC abilities in the game, now that it's been nerfed I'd rather use just about any other CC ability in the game to it; it seems like no matter where I use it, a second later I'll be getting shot anyway because a heavy gunner just now walked through a door, that's more of a personal problem I suppose.  Last but certainly least Javelin.  Javelin used to be the most useless nuke in the game, then suddenly became the new Ash, and now starting today got nerfed back to LOS. 

 

Tell me something.  Excalibur's named after a legendary sword; yet he has only one ability to buff melee in Blind and has basically no defense to back up melee other than blind, anyone with a melee weapon can move just as fast as excal with his mobility skills, and javelin is just a generic nuke with a fancy ghostly sword animation.  Does that sound balanced enough for the frame that is meant to be the example of balance?

 

I could go on with other frames, but this thread is about Excalibur's current standing; you can head over to fan concepts to see some of the huge threads dedicated to pushing for an ability overhaul.

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Not sure where I stand on Slash Dash and it getting a buff from melee weapons since Excalibur is 50% sword themed and 50% the perfect middle ground frame but it could potentially be good.

 

Super Jump however definitely should be tweaked a little but I think as opposed to building in some AOE stuff on take-off or landing since Excalibur already has AOE skills it would be better to just replace the cloak with a shining effect that makes it near impossible for enemies to shoot him properly while he`s air born, similar to the way mirage has an evade chance in the dark with that one skill of hers. I really like the idea of jumping into the sky as a pillar of light and then sending out a burst of light in the form of Radial Blind or sending out swords in the form of Radial Javelin. It would be really cool and thematic. Plus you could couple this with slash dash for some good aerial mobility prior to casting a Radial.

 

Also Radial Javelin much as I do love it is still clearly a little under powered so it needs a slight change as well. It`s not weak in terms of range or damage though. It`s more a case of it not being anything special so my suggestion, keeping in line with the fact that the damage for the skill is split across all the physical damage types evenly is to add a 100% status chance to the skill with a 33.3333 etc % chance for each physical status effect to be applied to enemies hit by it. Some enemies get knocked down, some get weakened, others start bleeding. I think it would be a good way to top up an already nearly complete skill and just generally give it a little more punch.

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