Zakalwe Posted February 3, 2013 Share Posted February 3, 2013 Super Jump has dozens of uses per level. Even on the Corpus ship's smaller rooms, for example: often an enemy is behind cover on a higher level, and SJ allows you to move to them faster than anyone else so you can clear the room faster/remove the threat. On the new Grineer maps it's absolutely brilliant. And Radial Blind can be seen as a cheaper Javelin. A great Panic button, stun the room then kill the room when you don't have enough power to ulti and you need the space. It's also great for stunning bosses who have a lot of damage output so you can stick you guns in their faces for a few seconds. The only way these powers will feel useless or poor is if the player isn't utilising their potential. Link to comment Share on other sites More sharing options...
Dexter96 Posted February 3, 2013 Share Posted February 3, 2013 Super jump is not as useful as you describe it. If you want to kill an enemy you can just shoot them, or wallrun or just use a weapon that has puncture. As for radial blind there are many better and cheaper ways to cause panic like embers 1rst or any weapon with fire or electric damage. Link to comment Share on other sites More sharing options...
Zakalwe Posted February 3, 2013 Author Share Posted February 3, 2013 (edited) You might not think so, but I've used it often enough in game to know it's very useful. There's no other way besides having a rare puncture mod that you could do this faster: an enemy ducking behind cover on a higher patform can be taken out much faster by me super-jumping to him, and hitting him from the side than he can you waiting for him to pop from cover or taking the stairs. And this is far from the only time it's useful, there are many moments when SJ is useful, even in the smaller Corpus rooms. It realy is great. :) And so is blind, it's very useful, as desctibed. Puncture is not a balance, it's a rare mod and probably overpowered slightly if it's a good one. I've not tried it yet, but can it only shoot through smalel cover or can it go through thick pillars and walls? Because if not, there are plenty of times the above situation presents itself like that. And wallrun isn nowhere near usefull enough yet. Edited February 3, 2013 by Zakalwe Link to comment Share on other sites More sharing options...
neKroMancer Posted February 3, 2013 Share Posted February 3, 2013 I don't really see radial blind as a useful power since slash dash seems to solve all my problems with 25 - 50 energy. In my opinion, Excalibur has two useful powers, slash dash and super jump. Super jump is extremely useful once fully upgrade - It allow player to reach higher ground quickly and surpass wallrun in usefulness. Radial blind is good against bosses but other than against these damagesponge, I generally don't bother using it. I tried to spec my Excalibur based on super jump/slash dash/mod slots and avoid the rest of the tree. Link to comment Share on other sites More sharing options...
Botskiz Posted February 3, 2013 Share Posted February 3, 2013 Radial Blind is indeed somewhat underrated. Especially at rank 3 the stun duration is pretty insane. It's much less useful against Corpus, though, since it's ineffective against mechs. I'd also strongly disagree with wall running not being useful. It might be less valuable in combat situations, but as far as shortcuts are concerened, it's just as valuable as Super Jump. Maybe even more so, because it can be used by every Warframe. Link to comment Share on other sites More sharing options...
Zakalwe Posted February 3, 2013 Author Share Posted February 3, 2013 The problem, Bots, is that hardly any walls are set up to utilise it, so it's nowhere near as useful as SJ currently as SJ doesn't have the limitation of hoping for a flat enough surface. Wallrun will be great when it's been tweaked. Link to comment Share on other sites More sharing options...
Botskiz Posted February 3, 2013 Share Posted February 3, 2013 (edited) There are plenty of crates and pillars, though, most of which you can jump off of to reach certain spaces more quickly. I admit that some more obvious wall running spots would be a good thing, though, especially for those who don't want to spend the time learning the intricacies of wall running. At the moment it's also very incosistent. The jumping distance after a wall run varies greatly. So does the running height, when you start a wall run. It's also not always easy to connect to another wall run after jumping. Sometimes it even takes a few times to even start a wall run. So, yes, there's definitely a need for tweaking, but I think it's far from being useless at the moment. Edited February 3, 2013 by Botskiz Link to comment Share on other sites More sharing options...
Zakalwe Posted February 3, 2013 Author Share Posted February 3, 2013 It's not useless, but it's too inconistent (lack of appliable surface and buggy) to be useful often enough. Link to comment Share on other sites More sharing options...
Sealgaire Posted February 4, 2013 Share Posted February 4, 2013 (edited) I haven't found wallrunning to have many practical applications yet unfortunately. Except where the level designer obviously set up spots to use it, it's too limited by the surface of the wall. In addition to long, flat sections of wall being rare, it doesn't give you enough control over your movement to bu very useful in combat. I really hope all this changes, as the moves themselves look awesome and it obviously took a lot of effort to implement them. Oh and Zakalwe is right, radial blind and super jump are the business. Edit: Ok, I take back what I said about wallruning having no practical application. My problem was testing it mostly with a frame that had +75% sprint speed, which makes it unwieldy. On my other frames it's much easier to control, and for some reason works on way more walls, particularly in the ship maps. It's incrediblt useful for maneuvering around hordes of chargers. I can't wait to see how they refine it. Edited February 4, 2013 by Sealgaire Link to comment Share on other sites More sharing options...
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