tris1 Posted November 13, 2014 Share Posted November 13, 2014 (edited) Hello everyone first time I've started a topic so bare with me. De first implemented a stealth NERF to Excalibur which did upset the community As well as me however DE fstated that they would buff Excalibur I was happy to hear about this however what the didn't say was they wouldn't been buffing all the powers then NERF all his skills to the ground Slash dash: why wasn't this touched, in the polls you held it was very obvious slash dash needed a rework. It's a old skill compared to updated skills such as the knockdown on rhino charge or the pulling on tidal surge. Super jump; I'm sorry but this was no way a buff. The invisibility does not suit Excalibur in any way. The stun is so small. This skill is so situational it can't be used in low celings and once you land your back into the fight not to mention you can't use it as a directional mobility. I have heard people say it's a gd escape skill. Ok we'll considering it is situational and now even outdated to zephyrs first and second skill it loses it's place in the game. Air melee we'll this just ticked me off its bloody gd for mobility it's directional and can go so high with out the cost of energy. Hm super jump needs a buff Here comes the fun Radial blind: De first did a tricky stealth NERF but the community as normal finds out and I agree to having ago at De for the implement. The problem I had was no one had been told radial blind was getting looked as well as the fact that. When it first came it was terrible then I thought since the said they were going to fix it to be better I waited but then it came the rubbish Los. This cc ability is not the best and even lacks damage. You could still be attacked by ebonies such as moa's slash dash its a good mobility skill however it has fallen behind in skills as you can look at rhino,hyrdoid and they both have a secondary effect such as knockdown. Excalibur does not have this and also has the problem of it not scaling very well. slash dash: needs to get its damage from the melee being carried and the proc chance from the melee as well. super jump: this is problem skill some people like and others don't. its another mobility skill which isn't needed since we got slash dash as well as the air strikes which can do basically the same and go in directions not just up while it does have invisibility this does not suit Excalibur as well as the very small radius of the stun it provides, then this also is very situational since you need to be in opened spaces. to be honest this skill has hardly any potential of being used that much and should be buffed or changed. super jump: provides a stun at the start of the lift and knockdown once he lands which can be increased by duration and range alternative: is either rockwolf: charge or something such as this Phase 1 - SPINNING BLADES * 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. 4)the blocking is done by stamina want to see something like this so I can get straight in there with my melee and not worry about all those that are using there guns just a like a rhino can get in melee range and come out with nothing wrong with his shields and health btw not my idea azamagons idea radial javelin: well it has gotten better since it now hits enemies and unlimited enemies with a stun however the stun is so short that even the animation is longer than the stun as well as the damage now not scaling very well. the damage needs to become finisher damage while also having the stun increased by duration mods. damage possible increased depends on the finisher damage?. radial blind should effect the damage. possibly a cool down like rhino radial blind: well to me this ahs become very situational now considering it doesn't blind all targets, ok im fine with the ability not blinding through doors that are closed however Im starting to blind about 3 times just to revive a team mate or because there is a tiny block of column or wall that blocks the enemies site. I also have the problem with the fact that I can see enemies either just underneath or above and they don't get blinded. enemies that are even bunched to together seem to have odd times when they are not blinded this ability should be reverted back or give it a fixed radius of what It can blind like 10-15m that blinds not mater what's in the way. Then any range mods then are effected by walls and such Edited November 14, 2014 by tris1 Link to comment Share on other sites More sharing options...
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