zoobmer Posted June 16, 2018 Share Posted June 16, 2018 (edited) Excalibur's theme is swords, so why not have everything scale with swords? all three of his damaging abilities should scale with all melee mods melee attack speed mods such as fury and berserker should effect casting speed for all of his abilities, as well as attack speed for Exalted Blade all three of his damaging abilities should scale with finisher damage, thus gaining a multiplier from radial blind all three of his damaging abilities should effect and be affected by melee combo counters edit: all melee mods would not include weapon specific mods such as augments or Covert Lethality; because a Radial Blind followed by a Radial Javelin effected by Covert Lethality would be way to overpowered. however, including mods that are specific to the sword, dual sword, nikana, or rapier classes of weapons, but not specific to a particular weapon, could make sense. aside from stances, I could not find any mods that fit this description. edit #2: the main point of this buff is not to increase Exalted Blade's power further. the main point is to bring Radial Javelin power up to where his other abilities are. Edited June 17, 2018 by ZBanx Link to comment Share on other sites More sharing options...
Yasha-7HS Posted June 17, 2018 Share Posted June 17, 2018 Slash Dash and EB already benefit from suggested changes 1, 3, and 4. However, I don't understand why you say "all" melee mods. The specific bars against certain mods are due to balance reasons. E.G Exalted Blade should NOT proc syndicate effects. Changes to weeping wounds not affecting base EB would be nice, though. I'm not quite a fan of CB. I'd rather not have melee attack speed affect casting speed for two reason: 1.) To balance, DE will undoubtedly reduce the cast times of all Excalibur's abilities to be equal to what it is now, after adding attack speed mods. 2.) Casting speed actually does not work well with Slash Dash for speed builds due to Slash Dash's speed not scaling with the duration of the animation. If the animation is faster, you have less time to move, and thus you effectively move less distance. This would mean for all of my hybrid speed builds, I'd have to ruin the usability of my melee weapons by neglecting attack speed mods just to get full efficiency out of my ability. I haven't exactly played the new Sacrifice update, however. Some of these things may be inaccurate within the last two months. Link to comment Share on other sites More sharing options...
peterc3 Posted June 17, 2018 Share Posted June 17, 2018 This would be a massive buff to Excal with literally no downside suggested. How is this at all reasonable? Link to comment Share on other sites More sharing options...
Koldraxon-732 Posted June 17, 2018 Share Posted June 17, 2018 1: Exalted blade has been isolated and made moddable. I'll explain why this isn't a bad thing shortly. 2: I approve of the points with 'all three', however speed mods should not affect them since that would make natural talent obsolete and DE will likely nerf cast speeds for Excalibur. Excalibur, the normal one, is also a Starter frame, meaning he has to have some kind of limit to his abilities, though that could do with being disregarded when it comes to his Umbra or Prime counterparts. Regardless, for all variants, at least give Slash dash the discount combo that Atlas' Landslide already has so using it to rack up combo counter multipliers which would in turn benefit it would be easier, and more enjoyable. 1, continued: Since Exalted Blade can now be modded, I threw together a highly functional utility build in the spoiler. Spoiler Build components: Exalted Blade. Condition Overload, Primed Pressure Point, 4 60/60 status mods (aligned in whatever elemental combo you deem fit I chose radiation/viral), and Life Strike. Build components: Excalibur, required to compliment the weapon. Aura: Steel Charge (optional, or whatever fits the polarity). Exilus: Power Drift. Arcanes: Your choice. If you run with a sniper, I recommend 1x Arcane Momentum at max rank. Intensify, Vitality, Steel Fiber, Primed Vigor, Primed Continuity, Streamline (can be swapped for Primed Flow), Augur Secrets, and Rage or Hunter Adrenaline. Function: Use channeling key to cause Exalted Blade to drain twice as much energy in exchange for very fast health restoration; the amount of hits required may fluctuate between 2 if there's enemies lined up behind, to as many as needed. Taking damage will be the only way to sustain the blade if you are channeling it, but if you're taking enough damage and are managing to keep the blade up in it's channeled state, then you've perfected the art. This build allows Excalibur, regardless of what type, to heal himself and employ Exalted Blade in an emergency situation. Umbra content. Complete The Sacrifice first before coming back to read this. Spoiler The Umbra counterparts have Umbra polarity slots already slotted with mods fitting those polarities which are set mods and have a Primed look. I recommend not forma'ing out those polarities as you cannot forma them back in at all. Said mods may initially have the same stats as their non-Primed counterparts, but letting them stay together will make them stronger due to their set bonus of 'benefit other mods in this mod set'. Good news is that the Umbra mods are actually beneficial to this build. Bad news is you can't forma it onto Excalibur (Prime, if you're a Founder). Unfortunately, the build I have mentioned may become addictive to some, and could be a rather risky one to run with for many, especially in Sortie/Elite_Onslaught conditions, but it gives Excalibur a solution to the main thing he lacks; a means to sustain himself. Open spoiler for details. Link to comment Share on other sites More sharing options...
zoobmer Posted June 17, 2018 Author Share Posted June 17, 2018 16 hours ago, Felixdb said: However, I don't understand why you say "all" melee mods. The specific bars against certain mods are due to balance reasons. E.G Exalted Blade should NOT proc syndicate effects. Changes to weeping wounds not affecting base EB would be nice, though. I'm not quite a fan of CB. 16 hours ago, Koldraxon-732 said: 1: Exalted blade has been isolated and made moddable. I'll explain why this isn't a bad thing shortly. 16 hours ago, peterc3 said: This would be a massive buff to Excal with literally no downside suggested. How is this at all reasonable? I added an edit to fix this. the main change I'm asking for is for radial javelin to scale with melee mods. Link to comment Share on other sites More sharing options...
RealPandemonium Posted June 17, 2018 Share Posted June 17, 2018 Excal is already stupid strong. OP is a flimsy excuse for a big buff that no one needs. Link to comment Share on other sites More sharing options...
zoobmer Posted June 17, 2018 Author Share Posted June 17, 2018 4 minutes ago, RealPandemonium said: Excal is already stupid strong. OP is a flimsy excuse for a big buff that no one needs. but radial javelin is stupid weak. giving it the same scaling as his other abilities will fix that. Link to comment Share on other sites More sharing options...
RealPandemonium Posted June 17, 2018 Share Posted June 17, 2018 1 minute ago, ZBanx said: but radial javelin is stupid weak. giving it the same scaling as his other abilities will fix that. And then we'll have a radial nuke that does weapons-tier damage. It's not weak; 1000 base damage is pretty standard as far as old-style nukes go. It has a long range and offers Excal a radial nuke that he otherwise wouldn't have. Its augment is decent as well. Link to comment Share on other sites More sharing options...
Nagisawa Posted June 17, 2018 Share Posted June 17, 2018 23 hours ago, peterc3 said: This would be a massive buff to Excal with literally no downside suggested. How is this at all reasonable? It's reasonable, because he doesn't have much in the upside to begin with. Link to comment Share on other sites More sharing options...
zoobmer Posted June 18, 2018 Author Share Posted June 18, 2018 7 hours ago, Nagisawa said: It's reasonable, because he doesn't have much in the upside to begin with. apparently, this will only be a buff to radial javelin, since his other abilities already have this scaling, and his casting time isn't really noticeable to begin with. Link to comment Share on other sites More sharing options...
Yasha-7HS Posted June 19, 2018 Share Posted June 19, 2018 On 2018-06-16 at 8:31 PM, Koldraxon-732 said: 2: I approve of the points with 'all three', however speed mods should not affect them since that would make natural talent obsolete and DE will likely nerf cast speeds for Excalibur. Excalibur, the normal one, is also a Starter frame, meaning he has to have some kind of limit to his abilities, though that could do with being disregarded when it comes to his Umbra or Prime counterparts. Regardless, for all variants, at least give Slash dash the discount combo that Atlas' Landslide already has so using it to rack up combo counter multipliers which would in turn benefit it would be easier, and more enjoyable. I was going to say how if we implemented the efficiency and damage boost of the combo counter present on atlas, when transferred over to Excalibur it would have to not affect damage but... Atlas' 1 apparently is also affected by melee combo counter. I will never understand some of DE's decisions. Why this combo counter is present on Atlas, Rhino, and Valkyr but not excalibur will forever be beyond me. Link to comment Share on other sites More sharing options...
RealPandemonium Posted June 19, 2018 Share Posted June 19, 2018 1 hour ago, Felixdb said: I was going to say how if we implemented the efficiency and damage boost of the combo counter present on atlas, when transferred over to Excalibur it would have to not affect damage but... Atlas' 1 apparently is also affected by melee combo counter. I will never understand some of DE's decisions. Why this combo counter is present on Atlas, Rhino, and Valkyr but not excalibur will forever be beyond me. Because they have things to aim and combo in succession. RJ is a radial ability that requires no targeting whatsoever. Link to comment Share on other sites More sharing options...
(PSN)ForNoPurpose Posted June 19, 2018 Share Posted June 19, 2018 Meh, just let RJ be effected by Exaulted Blades mods, but not combo multiplier. Link to comment Share on other sites More sharing options...
Marvelous_A Posted June 19, 2018 Share Posted June 19, 2018 On 2018-06-17 at 8:19 AM, peterc3 said: This would be a massive buff to Excal with literally no downside suggested. How is this at all reasonable? Actually 2 of his abilities already did what OP said (SD and EB) so the only ability that would get buffed would be RJ and RJ could seriously use some buff or change. Link to comment Share on other sites More sharing options...
Koldraxon-732 Posted June 19, 2018 Share Posted June 19, 2018 7 hours ago, RealPandemonium said: Because they have things to aim and combo in succession. RJ is a radial ability that requires no targeting whatsoever. We're referring to Slash Dash, not Radial Javelin. Link to comment Share on other sites More sharing options...
RealPandemonium Posted June 19, 2018 Share Posted June 19, 2018 5 hours ago, Koldraxon-732 said: We're referring to Slash Dash, not Radial Javelin. SD is already really strong, and unlike Atlas Excalibur already has a full exalted weapon at his disposal on top of it. Link to comment Share on other sites More sharing options...
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