tris1 Posted June 19, 2015 Share Posted June 19, 2015 well im disappointed to behonest slash dash: vulnerable while casting meaning any group can easily get you killed especially in high levels lock on doesn't work right I only hit 1-2 enemies unless there in a straight line radial blind: finishers animation has to be done no normally melee which takes time to execute LOS still functions badly- enemies still not blinded in groups/ enemies between doors don't get hit all the time/ enemies just a tiny bit round cover not totally covered are still not hit-so its unreliable as I got to spam it 24/7 to get any constant cc support radial javelin: no update ? really this should have been updated its inferior to blind for both damage and cc 4th skill: air waves should do finisher damage to keep it constant damage radial blind slide way to small I have to be right near a target to do a blind auto parry! does not block any kind of knockdowns while bombard rockets don't get reflected and just knock you down from the proc same with anti moas they proc fire damage falls off easily still its only the blind from the slide that gives it its massive damage channeling mods were taken out so no more health gain meaning no survivability in late game changes slash dash: auto lock on and make them go red so you know who got hit and didn't and make the skill immune from damage while casting Channing to enemy's should be done by strength to attack more enemies radial blind: finishers made into a different key so you can do a finisher or normal attack LOS fixed ! or changed back and reduce the range radial javelin: damage from melee mods stun duration effected by duration mods or incorporate it into radial blind 4th skill: channelling mods should be useable during the skill but cost no energy as hes a melee frame air slashes finisher damage or add to combo counter radial blind slide range increased a bit to actually blind targets near you im not saying huge im saying just enough to get targets near you the health channelling mod should be incorporated into the skill or cost no energy so it is on all the time like it was before the hot fix auto parry blocks knockdowns and reflects bombards rockets or stops the knockdown proc or parry mod to work HE needs Survivability in his 4th skill and that's what he hasn't got now that the health mod that gave health for damage to enemy's either that or damage reduction Link to comment Share on other sites More sharing options...
H3dsh0t Posted June 19, 2015 Share Posted June 19, 2015 Personally I'd like to see the life strike not needing channel come back again, especially as it actually gave a reason to use the reflection mod. That mod was useful for all of about a day until the Life Strike change in this hotfix. Link to comment Share on other sites More sharing options...
Trackshot Posted June 19, 2015 Share Posted June 19, 2015 I like Excalibur's rework. I do, however, have a problem with his ultimate. Damage bugs aside, the energy waves are waaay too slow. I feel like I can catch up to them. They should be quite faster thanthat. Also, Excalibur apparently got a passive now, huh? He attacks faster and with more power with long swords, nikanas and dual swords. And that bonus appears to increase Exalted Blade's power. Now, although quite cool, I think it should be like that. He is equipping a long-sword for his ultimate already! The passive bonus should be up then, even if I have a glaive as my melee weapon. That way we can have more variety with our close ranged fighting. I personallywould rather have a glaive, or a big hammer, or even a gun-blade for the utility, and have my exalted blade for kicking &#!! But for some reason, that would make my abilities a bit weaker. Also, would be quite cool if Exalted Blade augment was a different stance for the blade! Or even... a different weapon! The possibilities! Excalibur would be a bit more versatile that way, just my 2 cents. Link to comment Share on other sites More sharing options...
LustyLost-EN- Posted June 19, 2015 Share Posted June 19, 2015 Can we make Excalibur Faster?Considering he has lower armor value than chorma but runs as slow as him. Link to comment Share on other sites More sharing options...
R4yn0r Posted June 20, 2015 Share Posted June 20, 2015 (edited) Latest hotfix didn't fix scaling completely on the waves. Pressure Point, Spoiled Strike and syndicate mods such as Bright Purity don't work anymore on the waves but Elements actually do now, Life Strike also works. Edited June 20, 2015 by R4yn0r Link to comment Share on other sites More sharing options...
HolyDonut3 Posted June 20, 2015 Share Posted June 20, 2015 Not sure if this is a bug or intended behavior: The energy waves from Exalted Blade do no damage to Nullifier shields and thus cannot shrink and eventually deactivate them. Other projectile abilities like Fireball, Freeze and Shuriken inflict damage on Nullifier shields and reduce their size, aren't Exalted Blade energy waves supposed to do the same? Link to comment Share on other sites More sharing options...
madbunny275 Posted June 20, 2015 Share Posted June 20, 2015 Thanks DE for redoing Excal. I'm loving him The original is reborn. The king has returned Hail to the @(*()$ king. Link to comment Share on other sites More sharing options...
HolyDonut3 Posted June 20, 2015 Share Posted June 20, 2015 (edited) Deleted Edited June 20, 2015 by HolyDonut3 Link to comment Share on other sites More sharing options...
Azamagon Posted June 20, 2015 Share Posted June 20, 2015 Latest hotfix didn't fix scaling completely on the waves. Pressure Point, Spoiled Strike and syndicate mods such as Bright Purity don't work anymore on the waves but Elements actually do now, Life Strike also works. Not sure if this is a bug or intended behavior: The energy waves from Exalted Blade do no damage to Nullifier shields and thus cannot shrink and eventually deactivate them. Other projectile abilities like Fireball, Freeze and Shuriken inflict damage on Nullifier shields and reduce their size, aren't Exalted Blade energy waves supposed to do the same? ^ these things, among other stuff... for crying out loud, is it really THAT hard to make stuff work as intended? Fix one thing, break two things, back and forth. You have been working on his revamp up until now, yet it keeps being full of problems... More quality and focus, less rushing, please? Mkay. Link to comment Share on other sites More sharing options...
Otaiken Posted June 20, 2015 Share Posted June 20, 2015 (edited) I dislike how EB locks you into forwards movement. You can't strafe or go backwards or even really stay still. It makes the ability feel really clunky in my opinion. The Blind also feels like an overkill on the ability. I already have a blind, why remove additional ability synergy? Not to mention that the weird slide animation makes the slide attack very hard to use as an actual melee attack. Edited June 20, 2015 by LocoWithGun Link to comment Share on other sites More sharing options...
Ishki88 Posted June 20, 2015 Share Posted June 20, 2015 (edited) Killing Blow has no effect on energy waves. Edit: Killing Blow does increase hit damage. Edited June 20, 2015 by Ishki88 Link to comment Share on other sites More sharing options...
Dragazer Posted June 20, 2015 Share Posted June 20, 2015 (edited) After the 16.9.3 hotfix, like mentioned before life strike and elementals seem to be working for wave damage, but base damage mods don't seem to be taking any effect any more. Also channelling still doesn't affect the wave damage like the patch notes stated they would. And finally when it comes to the combo counter, the wave damage does get boosted but it cannot increase the combo counter. I'm assuming the waves not increasing the combo counter is a bug. Edited June 20, 2015 by Dragazer Link to comment Share on other sites More sharing options...
Yaerion Posted June 20, 2015 Share Posted June 20, 2015 So, after testing Excalibur an extra day, in hard levels this time... Slash Dash - looses utility and is redundant with the 4th power. Suggestion: launches a move somehow similar to Ash's Teleport (would require targeting an enemy) with less damage to compensate the utility (introduces Ash/Loki's mechanics?). Free aiming slash dash is currently useless since Melee coptering in air is superior, so you can skip it if this new approach is adopted. Radial Blind - in the Void, the inferiority of Radial Blind compared to Ash or Loki's Invisibility is flagrant: the range is limited, and Nullifiers are not affected (while they are when Ash or Loki are invisible=> they can't target them). Excalibur must have a mechanics to compensate this. Suggestions: He leaves a shining Decoy behind him (persistence of vision phenomenon), attracting enemies attention and inaccurate fire (introducing Saryn's Molt/ Loki's Decoy mechanics?). He throws a shining device attracting enemies attention and inaccurate fire (introducing Vauban's mechanics (grenade flash similar to grenades of vauban?)) or Radial Blind creates clones like the Hall of Mirors of Mirage (the clones disappear 1 by 1 through time) or Excalibur enter in a state where every hit done to him triggers a Radial Blind (stuns again). Excalibur shining decreases a lot enemy accuracy (like Zephyr's Turbulence), but his light decrease through time, and accuracy of the enemies increases until a new RB is triggered. Good and inovative intro to Turbulence mechanics. -The other main problem is the animation of the finishers. They are annoying, time consuming, they makes us vulnerable. The only solution to this is to adress the slowness of all melee animations ingame. All of them hinder the fluidity of our moves. Radial Javelin - Same as before, damage looses utility at high level, the stun is totally redundant with the one of Radial Blind (which is more efficient due to the duration of the incapacitation, etc) and the animation breaks the epic dynamism of the whole frame. Suggestions: If you want to keep the damaging concept, lets give the Javelins utility: they'd proc some effect similar to the Viral status (-X% of Health): the Javelins can't kill by themselves, but weakens a lot any enemy at any level and help the team! Another possibility would be that the Javelins, once impaled, handicaps the enemies (hard to run with a huge blade in their thorax, right?), and make them vulnerable to any proc from anything (100% Proc chance for weapons and powers of the team!) Exalted Blade -The big problem is the lack of built-in health regeneration (like Valkyr) and protection. Excalibur is THE starting frame, he needs protection/regeneration. The requisite of the Life Strike mods is UNFAIR towards new players, it becomes a mandatory mod for higher players and its effet is not balanced for Exalted Blade damages. Suggestion: Make health regen when Excalibur is not damaging targets (faster regen when deflecting enemy fire) Make shield regen when Excalibur is hitting enemies. (the higher the combo is, the higher shield regen (useful against enemies which don't die easily.) - as usual, damage from the energy waves is useless very quickly. Suggestions: reduce the "damage" from energy waves and instead inflict 100% interrupting procs (we'd use it to incapacitate a dangerous ranged enemy (sniper, bombard, etc): so something like knock down or ragdoll) and a chance of secondary proc based on our melee build.- Channelling increases damage? Really? Another random weapon? What's the point of the unchannelled state then?! Noooo... My Suggestion: When we channel our Exalted Blade, its energy length/reach increases, allowing us to perform very wide swings around us, hitting more enemies (also larger energy arc-waves). These were my deep thoughts for my intense playing of Excalibur since the last changes. I hope it will inspire some. I will come back if I think of something else/see other flaws in the gameplay of this amazing frame. Thank you managers for compiling all of this, to the devs for the very hard work! Really. *disappears in whispers and flickering* Link to comment Share on other sites More sharing options...
(PSN)Asoresoj Posted June 20, 2015 Share Posted June 20, 2015 In plan numbers with the info of the wiki, excalivator will kill everything from level 1 to 400 without problems. Make that works as designed! Slash Dash must pick all the targets in range. Hope ps4 versión works works as intended. Link to comment Share on other sites More sharing options...
Phyrak Posted June 20, 2015 Share Posted June 20, 2015 (edited) EB: Either give Excal passive regen or life strike passively on all attacks - 20% melee, 10-15% (10-20m), 5% 20-40 Energy waves need to give combo points for combo meter - again, excal's uses at high level These would do Excal wonders! Edit: EB needs to benefit from power strength All of the above would make Excal become the energizer lithium bunny - just keep going and going and going and going and going...you get the idea Edited June 20, 2015 by Phyrak Link to comment Share on other sites More sharing options...
Ishki88 Posted June 20, 2015 Share Posted June 20, 2015 So, after testing Excalibur an extra day, in hard levels this time... Slash Dash - looses utility and is redundant with the 4th power. Suggestion: launches a move somehow similar to Ash's Teleport (would require targeting an enemy) with less damage to compensate the utility (introduces Ash/Loki's mechanics?). Free aiming slash dash is currently useless since Melee coptering in air is superior, so you can skip it if this new approach is adopted. Radial Blind - in the Void, the inferiority of Radial Blind compared to Ash or Loki's Invisibility is flagrant: the range is limited, and Nullifiers are not affected (while they are when Ash or Loki are invisible=> they can't target them). Excalibur must have a mechanics to compensate this. Suggestions: He leaves a shining Decoy behind him (persistence of vision phenomenon), attracting enemies attention and inaccurate fire (introducing Saryn's Molt/ Loki's Decoy mechanics?). He throws a shining device attracting enemies attention and inaccurate fire (introducing Vauban's mechanics (grenade flash similar to grenades of vauban?)) or Radial Blind creates clones like the Hall of Mirors of Mirage (the clones disappear 1 by 1 through time) or Excalibur enter in a state where every hit done to him triggers a Radial Blind (stuns again). Excalibur shining decreases a lot enemy accuracy (like Zephyr's Turbulence), but his light decrease through time, and accuracy of the enemies increases until a new RB is triggered. Good and inovative intro to Turbulence mechanics. -The other main problem is the animation of the finishers. They are annoying, time consuming, they makes us vulnerable. The only solution to this is to adress the slowness of all melee animations ingame. All of them hinder the fluidity of our moves. Radial Javelin - Same as before, damage loose utility at high level, the stun is totally redundant with Radial Blind (which is more efficient do to duration of the incapacitation, etc) and the animation breaks the epic dynamism of the whole frame. Suggestions: If you want to keep the damaging concept, lets give the Javelins utility: they'd proc some effect similar to the Viral status (-X% of Health): the Javelins can't kill by themselves, but weakens a lot any enemy at any level and help the team! Another possibility would be that the Javelins, once impaled, handicaps the enemies (hard to run with a huge blade in their thorax, right?), and make them vulnerable to any proc from anything (100% Proc chance for weapons and powers of the team!) Exalted Blade -The big problem is the lack of built-in health regeneration (like Valkyr) and protection. Excalibur is THE starting frame, he needs protection/regeneration. The requisite of the Life Strike mods is UNFAIR towards new players, it becomes a mandatory mod for higher players and its effet is not balanced for Exalted Blade damages. Suggestion: Make health regen when Excalibur is not damaging targets (faster regen when deflecting enemy fire) Make shield regen when Excalibur is hitting enemies. (the higher the combo is, the higher shield regen (useful against enemies which don't die easily.) - as usual, damage from the energy waves is useless very kickly. Suggestions: remove the "damage" from energy waves and instead inflict 100% interrupting procs (we'd use it to incapacitate a dangerous ranged enemy (sniper, bombard, etc): so something like knock down or ragdoll) and a chance of secondary proc based on our melee build.- Channelling increases damage? Really? Another random weapon? What's the point of the unchannelled state then?! Noooo... My Suggestion: When we channel our Exalted Blade, its energy length/reach increases, allowing us to perform very wide swings around us, hitting more enemies (also larger energy arc-waves). These were my deep thoughts for my intense playing of Excalibur since the last changes. I hope it will inspire some. I will come back if I think of something else/see other flaws in the gameplay of this amazing frame. Thank you managers for compiling all of this, to the devs for the very hard work! Really. *disappears in whispers and flickering* Reflection from your post SD: I agree. I use it just to avoid damage and to score a knock down for finisher. Using Free-Slash Dash makes you invulnerable though. Melee Coptering is superior but enemies can still shoot you clean out the air. RB: I like the idea of a type of light decoy. DE could play around with that idea. I do agree the RD animation is horrible. I think they should re do it in total. I would like to see the void energy light pulsate through his "Tenno-Power Lines" then flash outward. That way the casting is actually Excalibur himself. This would allow you to cast it whenever you felt like it without any disturbances. For a better visual. Whenever you cast a power your energy and it's color will pulate through your Warframe's Suit lines. Take that and add some type of light FX that will burst out of Excal. RJ: Doesn't scale well. Either have it scale with the same mods as Ex.Blade (or some of the mods) or have every enemy that is hit with the blades to have a 50% chance to be knocked down. Not just a normal knock down. Knockdown + Bleed + Confusion :^) EX.Blade: Melee STR mods still do not effect the Waves. So I can't really say anything until that is fixed. DE keeps saying it's suppose to work but it doesn't. CH mods do not work on Blades but do work on hit damage. Can't really review EX.Blade until DE fixes those factors. 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TaylorsContraction Posted June 20, 2015 Share Posted June 20, 2015 Any chance this thread get cleaned up? I read about the first 12 pages and many of them discuss what essentially amounted to a bug whereby mods on melee weapon did not affect his ult. There are also many posts where the mods on melee weapon did not affect the blade waves. Now that those things are fixed, it's really hard to read through this and filter out bug reports versus feedback. Sorry for being picky, this thread is 46 pages dough. Maybe just restart it, hopefully people will re-iterate their points now that the exalted blade bugs have been squashed. Link to comment Share on other sites More sharing options...
SomeCrackHead Posted June 20, 2015 Share Posted June 20, 2015 (edited) i was in triton and the EB blade waves had increased damage and was finally counted as melee! meaning it kills nullifier AND stealth hits on blinded enemies, meaning same damage as hitting with energy sword. it sure is powerful now... but i can't seem to keep using EB as long as the slide+blind keeps interfering with my proper slide attacks, thus i still had my vaykor and fast melee and #2 radial blind to just play optimally. . i seriously don't care even if you put a ridicilously low range on radial blind passive on slides, AS LONG AS YOU GIEF ME MY SPIN ATTACKS ON EB PLZXXX. it was enjoyable with the auto-parry and the damage now however also, the sound of the energy sword is terrible... i keep feeling as if i'm holding a frying pan and swinging it Edited June 20, 2015 by SomeCrackHead Link to comment Share on other sites More sharing options...
_Rue_ Posted June 20, 2015 Share Posted June 20, 2015 Stuff so far as of 16.9.3 Mods that work: 1) Elemental Mods 2) Channeling Mods Mods that no longer work (may be a bug~also maynot be a bad thing): 1) Pressure Point [PP] 2) Spoiled Strike [sS] 3) Syndicate Mods like Bright Purity [bP] Channeling effects now affect EB’s energy waves, but channeling doesn’t increase the damage (may be a bug) Using Radial Blind causes EB’s energy waves to deal Critical Finisher damage jumping from 2.1k to 19k (yellow/Crit) Link to comment Share on other sites More sharing options...
bigfoot1812 Posted June 20, 2015 Share Posted June 20, 2015 (edited) Found a Bug with EB: when you are not the host of a match and have the loka skana mod (forget the name right now) on and use EB it keeps the proc effect. Tested this in 3 matches and it only happens when i was not the host. (did not know how to pull the screen shots out of steam) edit: found the mod name Bright Purity http://steamcommunity.com/sharedfiles/filedetails/?id=464892727 Edited June 20, 2015 by bigfoot1812 Link to comment Share on other sites More sharing options...
GStonez Posted June 20, 2015 Share Posted June 20, 2015 When I started coptering with exalted blade last night after the hotfix every time i coptered whilst exalted blade was on i would rise from the copter to do a radial blind which was kind of weird so i just spent most of the time using excalibur without coptering and only sliding Link to comment Share on other sites More sharing options...
Darkmoone1 Posted June 20, 2015 Share Posted June 20, 2015 Not sure what they changed, but the waves now do damage in the thousands and I am consistantly able to kill level 30+ enemies with the waves by themselves. Might be more technicial issues, but at least the ranged aspect of this ability is reliably killing now. Slash Dash still needs it's tracking to be improved as I'm still not hitting nearby enemies after landing my first hit. I'm sure you guys will get it right eventually though. Good job so far. Link to comment Share on other sites More sharing options...
Acidulant Posted June 20, 2015 Share Posted June 20, 2015 Confimed: Exalted Blade's Energy Waves are not scaling properly from Base Damage Mods. It's currently only benefiting from Elemental Mods. Link to comment Share on other sites More sharing options...
Kalvorax Posted June 20, 2015 Share Posted June 20, 2015 Found a Bug with EB: when you are not the host of a match and have the loka skana mod (forget the name right now) on and use EB it keeps the proc effect. Tested this in 3 matches and it only happens when i was not the host. (did not know how to pull the screen shots out of steam) edit: found the mod name Bright Purity http://steamcommunity.com/sharedfiles/filedetails/?id=464892727 personally i wish it would work like that as we ARE still using a skana, even if its completely energy. maybe have it make use of the syndicate proc of the melee weapon ONLY if we have the melee weapon active when we use the ult. that or make it so ANY affinity gain will go to the weapon that is currently active trigger the xp....because from testing, it only takes the charging if the affinity is completely from the weapon, which is $&*&*#(%& as we tend to use our abilities alot. Link to comment Share on other sites More sharing options...
tris1 Posted June 20, 2015 Share Posted June 20, 2015 So, after testing Excalibur an extra day, in hard levels this time... Slash Dash - looses utility and is redundant with the 4th power. Suggestion: launches a move somehow similar to Ash's Teleport (would require targeting an enemy) with less damage to compensate the utility (introduces Ash/Loki's mechanics?). Free aiming slash dash is currently useless since Melee coptering in air is superior, so you can skip it if this new approach is adopted. Radial Blind - in the Void, the inferiority of Radial Blind compared to Ash or Loki's Invisibility is flagrant: the range is limited, and Nullifiers are not affected (while they are when Ash or Loki are invisible=> they can't target them). Excalibur must have a mechanics to compensate this. Suggestions: He leaves a shining Decoy behind him (persistence of vision phenomenon), attracting enemies attention and inaccurate fire (introducing Saryn's Molt/ Loki's Decoy mechanics?). He throws a shining device attracting enemies attention and inaccurate fire (introducing Vauban's mechanics (grenade flash similar to grenades of vauban?)) or Radial Blind creates clones like the Hall of Mirors of Mirage (the clones disappear 1 by 1 through time) or Excalibur enter in a state where every hit done to him triggers a Radial Blind (stuns again). Excalibur shining decreases a lot enemy accuracy (like Zephyr's Turbulence), but his light decrease through time, and accuracy of the enemies increases until a new RB is triggered. Good and inovative intro to Turbulence mechanics. -The other main problem is the animation of the finishers. They are annoying, time consuming, they makes us vulnerable. The only solution to this is to adress the slowness of all melee animations ingame. All of them hinder the fluidity of our moves. Radial Javelin - Same as before, damage looses utility at high level, the stun is totally redundant with the one of Radial Blind (which is more efficient due to the duration of the incapacitation, etc) and the animation breaks the epic dynamism of the whole frame. Suggestions: If you want to keep the damaging concept, lets give the Javelins utility: they'd proc some effect similar to the Viral status (-X% of Health): the Javelins can't kill by themselves, but weakens a lot any enemy at any level and help the team! Another possibility would be that the Javelins, once impaled, handicaps the enemies (hard to run with a huge blade in their thorax, right?), and make them vulnerable to any proc from anything (100% Proc chance for weapons and powers of the team!) Exalted Blade -The big problem is the lack of built-in health regeneration (like Valkyr) and protection. Excalibur is THE starting frame, he needs protection/regeneration. The requisite of the Life Strike mods is UNFAIR towards new players, it becomes a mandatory mod for higher players and its effet is not balanced for Exalted Blade damages. Suggestion: Make health regen when Excalibur is not damaging targets (faster regen when deflecting enemy fire) Make shield regen when Excalibur is hitting enemies. (the higher the combo is, the higher shield regen (useful against enemies which don't die easily.) - as usual, damage from the energy waves is useless very quickly. Suggestions: remove the "damage" from energy waves and instead inflict 100% interrupting procs (we'd use it to incapacitate a dangerous ranged enemy (sniper, bombard, etc): so something like knock down or ragdoll) and a chance of secondary proc based on our melee build.- Channelling increases damage? Really? Another random weapon? What's the point of the unchannelled state then?! Noooo... My Suggestion: When we channel our Exalted Blade, its energy length/reach increases, allowing us to perform very wide swings around us, hitting more enemies (also larger energy arc-waves). These were my deep thoughts for my intense playing of Excalibur since the last changes. I hope it will inspire some. I will come back if I think of something else/see other flaws in the gameplay of this amazing frame. Thank you managers for compiling all of this, to the devs for the very hard work! Really. *disappears in whispers and flickering* yay someone sees the problems with his skills I like the ideas radial javelin: damage from melee mods with finisher damage and 100 percent bleed proc/ radial blind should allow radial javelin to get the stealth damage stun duration effected by duration mods or incorporate it into radial blind 4th skill: all channelling mods should be useable during the skill but cost no energy as he's a melee frame and it would make different builds air slashes should add to the combo counter while giving 100 percent staggers with either finisher damage or slash damage radial blind slide range increased a bit to actually blind targets near you im not saying huge I am saying just enough to get targets near you the health channelling mod should be incorporated into the skill or cost no energy so it is on all the time like it was before the hot fix auto parry blocks knockdowns and reflects bombards rockets or stops the knockdown proc or parry mod to work HE needs Survivability in his 4th skill and that's what he hasn't got now that the health mod that gave health for damage to enemy's either that or damage reduction Link to comment Share on other sites More sharing options...
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