A fix you didn't mention that I feel would help a lot is to just... let exalted weapons benefit from the mods they currently don't. Let me red crit Exalted Blade with blood rush, let me get a multishot riven for Artemis Bow for me to finally hunt the fabled Kuva Porcupine to extinction, let me make Balefire Charger... at least usable? Alternatively, Warframes already get 2 arcane slots, why not be able to choose to dedicate 1 to your exalted weapon of choice? Ideally a stat bump for some of the older ones would also be in the works but I also really like the Incarnon subsume idea since Incarnon duplicates aren't used by anyone but TH-camrs who have to show us the damage differences so they can eat this month
This video was the first thing to make me realize that she also had three things to invest in like Sevagoth. They're just so mediocre and see so little use I genuinely didn't think about it lol. And this is after recently thinking about Sevagoth and his required investment a lot, because I'm a masochist and want to actually use him instead of just subsume and wait for the Prime.
True exalted weapons can be buffed by Incarnon Transformation of the weapons that share the same type. So, like, if you activate an incarnon on melee, and then activate Exalted Blade, you have boosts from that transformation on your Exalted Blade. And some Weapon Arcanes do that too, like Melee Exposure. All of that because Incarnon transformations are essentially a buff and a mode change(for guns), and those buffs as well as buffs on Arcanes apply not to the weapon itself, but to IT'S WEAPON TYPE. Unless stated otherwise. Just a Headsup.
my personal idea for updating exalted and pseudo exalted weapons are as follows: update their stats to modern standards make pseudo exalts moldable like exalts. completely remove the statstick mechanic, make exalts completely unaffected by regular weapons unless stated otherwise. remove mod limitations, make them all be able to equip arcanes but either make the equipable arcanes limited or just straight up make exalted exclusive arcane (the exclusive mods would probably be a simpler solution tho). add some kind of keyword to current arcanes to indicate if they effect exalts or not , something like the (can be refreshed) thing. might be a little overboard tho so just like you, I'd also settle for updated stats.
Maybe every forma adds a multiplicative increase to all mod effects per forma, max 5. 10% per forma, 50% at 5 forma. Wouldn't work on set bonus effects, but would give a boost to equipped mods that make up for the lack of rivens/incarnon absurdity.
Thank you for making a video on this topic. I've been wanting them to update exalteds for the past 6 years now (not exaggerating). Exalteds have been neglected FAR too long. Hopefully more attention on the topic encourage DE to address them
I use the Incarnon Magistar and Magus Aggress on my Atlas Prime. Ridiculous crit damage with a multiplier of somewhere around 12x to 16x-18x. I also added Arcane Avenger just for fun and some random orange crits.
Does make me think that maybe it’s time to let us mod psuedo exalts directly, but they should give a sizeable bump to any ability exalted and pseudo exalted ability that needs it, like ivara’s bow… like steelpath did not do that any favors, i feel like that incarnon idea could be a good idea and would allow for more diverse builds type deal Cuz stat sticks honestly should go, but it def needs a replacement that doesnt make them underpowered
There is actually something odd that I noticed myself with Exalted Weapons, they can’t use Blood Rush or Weeping Wounds this is true, but you do still get the buff for them if it’s equipped on your melee weapon and you build up a combo with your Exalted Weapon, and they most definitely benefit from it still. The stat stick lives on in a very odd way
Amusingly this is actually another thing that's misleading and obscured by clunky mechanics. for whatever reason the buffs track your exalted melee's combo counter, but doesn't actually apply the buff to the weapons. This is pretty easy to test with a high-crit exalted weapon and Blood rush. what does however work is set effects. most notably Gladiator's blood-rush effect.
Wukong has a special mod that improves his Exalted Weapon but it goes on the warframe. Couple that with three Gladiator mods on the melee weapon and i believe it's the only and hardest hitting [true] exalted weapon in the game. And just because i believe it is, doesn't mean it is. My only problem with Atlas is he needs to "target" something which is my problem with Voruna. Have you ever gotten destroyed because the enemy was on stairs?
I feel like I have to step up to bat here. Pseudo-exalt melees weren't ever really in a terrible position. It's important to bring up the fact that base damage isn't really the whole story to tell with them, as ability strength determines the base damage before base damage mods and element mods multiply that further. There's also the fact that for many, many years, Steel Path wasn't a thing, so all the pseudo-exalts remained relatively usable up until that update came out. Landslide was, in fact, very usable in the prior system as long as you prioritized base damage, combo duration and an appropriate element to deal with armour (corrosive), dealing so much damage courtesy of its combo system that it largely made up for what was lost on crits. And then Rubble Heap came out and it became simultaneously free, double damage, and double travel distance. And then Kullervo came out, and we could give it force-crits via Wrathful Advance, even without having to rely on Incarnon perk bonuses. And then Whispers in the Wall came out and we could slap the "Cast to get corrosive damage on your melee" arcane on whatever melee was equipped. Whipclaw has always had a decent crit chance on it, so it already inherited blood rush and gladiator shenanigans. On top of that, Accumulating Whipclaw came out, and the bonus on that applied directly to the ability strength portion of its damage calculations, meaning you could comfortably fit Overextended and still get gigantic damage through maintaining Accumulating Whipclaw's bonus, making that mod function as, essentially, a +350% ability strength mod for that ability alone, the only one in Khora's kit that especially cares about strength. Even Slash Dash still had value as a combination mobility + invulnerability tool, as well as combo building to improve Exalted Blade's damage, even if it didn't especially do fantastic damage on its own, but come on - it was competing with Exalted Blade. Now it forces bleed procs.
Gara needs some love. Her 1's hit box is so atrocious, and she feels so terrible to play cause you can't hit damn near anything with it you sweep once, everything gets knocked down, and you can't hit them again.... And she's just left behind with nullifies, Dante can just hit thru them with dark verse, but on my melee only Gara build, I'm forced to shoot bubbles. She needs some help from DE
As much as I hate the current state of shattered lash itself...i'm kind of afraid gara would be nerfed if DE actually looked at them. Having an melee-modded infinitely scaling mini AOE that can be applied to any ally and follows them is absurd when you think about it. That's before talking about her actually pretty solid augment mods, and the LoS ignoring 50M+ nuke that also scales with melee mods. I'm fairly sure one of the main reasons she isn't popular is because she has many "feels bad" aspects of her kit that probably wouldn't exist in newer frames. On one hand, I would actually like if many of those "feels bad" aspects were removed. Most notably not instantly losing all your splinter shield damage when it expires, possibly with all splinter shields inheriting that effect instead of each independently having their own damage storage. That sounds saryn-level absurd though, and she atleast has the excuse of losing that scaling when there's no enemies to kill. Being able to apply splinter shield to allies with Mass Vitrify if you have it active would be nice too, and would help sink in how good splintershields+mending splinters actually is for squad surviability.
"What if it was called... freak frame"
Sir this is a Wendy’s
Stalker and jade
A fix you didn't mention that I feel would help a lot is to just... let exalted weapons benefit from the mods they currently don't. Let me red crit Exalted Blade with blood rush, let me get a multishot riven for Artemis Bow for me to finally hunt the fabled Kuva Porcupine to extinction, let me make Balefire Charger... at least usable? Alternatively, Warframes already get 2 arcane slots, why not be able to choose to dedicate 1 to your exalted weapon of choice? Ideally a stat bump for some of the older ones would also be in the works but I also really like the Incarnon subsume idea since Incarnon duplicates aren't used by anyone but TH-camrs who have to show us the damage differences so they can eat this month
The Grendel munching on popcorn feels like a call out to my cheddar jalapeño popcorn….dont @ me
🗿 @
"Ranged exalted weapons are fine"
*titania sobbing in a corner*
Please DE take Diwata out of archmelee jail.
I mean you can make her work well it just takes a lot lol
Dex Pixia are pretty good. Does take a fair bit of investment though (Ie arcane avenger)
This video was the first thing to make me realize that she also had three things to invest in like Sevagoth. They're just so mediocre and see so little use I genuinely didn't think about it lol. And this is after recently thinking about Sevagoth and his required investment a lot, because I'm a masochist and want to actually use him instead of just subsume and wait for the Prime.
Blast dex pixia is not bad tho.
Holy shit this guy is good
Fellow popcorn muncher, neato
True exalted weapons can be buffed by Incarnon Transformation of the weapons that share the same type. So, like, if you activate an incarnon on melee, and then activate Exalted Blade, you have boosts from that transformation on your Exalted Blade. And some Weapon Arcanes do that too, like Melee Exposure.
All of that because Incarnon transformations are essentially a buff and a mode change(for guns), and those buffs as well as buffs on Arcanes apply not to the weapon itself, but to IT'S WEAPON TYPE. Unless stated otherwise.
Just a Headsup.
Almost got too cerebral at the 2 minute mark, but I stuck with it because I’m simply in awe of your exalted swag
Coolkid in shambles someone beat him to the Exalted Weapons vids.
my personal idea for updating exalted and pseudo exalted weapons are as follows:
update their stats to modern standards
make pseudo exalts moldable like exalts.
completely remove the statstick mechanic, make exalts completely unaffected by regular weapons unless stated otherwise.
remove mod limitations, make them all be able to equip arcanes but either make the equipable arcanes limited or just straight up make exalted exclusive arcane (the exclusive mods would probably be a simpler solution tho).
add some kind of keyword to current arcanes to indicate if they effect exalts or not , something like the (can be refreshed) thing.
might be a little overboard tho so just like you, I'd also settle for updated stats.
What if forma'ing exalted weapons provided universal polarity and incarnon like stat bonuses. Then it rewards investment with flexibility and stats
Maybe every forma adds a multiplicative increase to all mod effects per forma, max 5. 10% per forma, 50% at 5 forma. Wouldn't work on set bonus effects, but would give a boost to equipped mods that make up for the lack of rivens/incarnon absurdity.
Thank you for making a video on this topic. I've been wanting them to update exalteds for the past 6 years now (not exaggerating). Exalteds have been neglected FAR too long. Hopefully more attention on the topic encourage DE to address them
You went so cerebral with this video, so epic. 10/10❤
These videos stay hilarious. I don’t even play the game anymore but love the content 👍
I would imagine this is kind of a touchy subject for DE seeing as how it involves rivens, which in turn involves platinum and platinum sales.
is excal the only frame with both pseudo and exalted? anyway his pseudo exalted is miles better lol
wake up honey, new zachmo upload
Thanks for the warframe history lesson
Hearing Partitio’s theme is always nice
I use the Incarnon Magistar and Magus Aggress on my Atlas Prime. Ridiculous crit damage with a multiplier of somewhere around 12x to 16x-18x. I also added Arcane Avenger just for fun and some random orange crits.
Dude wake up, we got the goat zachmo vid to watch~
Velvet pfp
@@yamnbam4346 oh thx :3
This guy just doesn't miss!
i just got back into the game but i agree and know what an incarnon weapon even is :)
0:55 song? 🥺
I hear that Guile theme… a fellow flash kicker perhaps?
Hell yeah proto excal with the backpack i run a very similar look
DE needs to make Chroma's 1 an exalted flamethrower. so its more than just an element swap button
My fix
-Shotgun swipe buff base stats so it's strong enough to atleast beat a high enemy level by itself
-make it benefit more on its mods
Ez
Does make me think that maybe it’s time to let us mod psuedo exalts directly, but they should give a sizeable bump to any ability exalted and pseudo exalted ability that needs it, like ivara’s bow… like steelpath did not do that any favors, i feel like that incarnon idea could be a good idea and would allow for more diverse builds type deal
Cuz stat sticks honestly should go, but it def needs a replacement that doesnt make them underpowered
Atlas farm part 2??
Indeed I agree
I fucking love your videos holy shit what you remind me of omni voice i love this so much
5:27 mesa was going fucking crazy 😭
Eh titania doesnt mind all she needs is themal sunder anyhow
Not related but I just payed 100p for hammer shot and I feel it in my soul😭
They could also try giving exalted weapons their own rivens.
I know pseudo exalted weapons should change, but man I don't see a way that DE wouldn't nerf them to the ground lol
exalted arcanes would be cool
L a n d s l i d e .
There is actually something odd that I noticed myself with Exalted Weapons, they can’t use Blood Rush or Weeping Wounds this is true, but you do still get the buff for them if it’s equipped on your melee weapon and you build up a combo with your Exalted Weapon, and they most definitely benefit from it still. The stat stick lives on in a very odd way
Amusingly this is actually another thing that's misleading and obscured by clunky mechanics. for whatever reason the buffs track your exalted melee's combo counter, but doesn't actually apply the buff to the weapons. This is pretty easy to test with a high-crit exalted weapon and Blood rush. what does however work is set effects. most notably Gladiator's blood-rush effect.
I should not be here as a beginner
My head hurts
Wukong has a special mod that improves his Exalted Weapon but it goes on the warframe. Couple that with three Gladiator mods on the melee weapon and i believe it's the only and hardest hitting [true] exalted weapon in the game.
And just because i believe it is, doesn't mean it is. My only problem with Atlas is he needs to "target" something which is my problem with Voruna. Have you ever gotten destroyed because the enemy was on stairs?
you are basically asking Atlas players to be even more of an Atlas player. Spam rockfist to win.
I cast paunch
I feel like I have to step up to bat here. Pseudo-exalt melees weren't ever really in a terrible position. It's important to bring up the fact that base damage isn't really the whole story to tell with them, as ability strength determines the base damage before base damage mods and element mods multiply that further. There's also the fact that for many, many years, Steel Path wasn't a thing, so all the pseudo-exalts remained relatively usable up until that update came out.
Landslide was, in fact, very usable in the prior system as long as you prioritized base damage, combo duration and an appropriate element to deal with armour (corrosive), dealing so much damage courtesy of its combo system that it largely made up for what was lost on crits. And then Rubble Heap came out and it became simultaneously free, double damage, and double travel distance. And then Kullervo came out, and we could give it force-crits via Wrathful Advance, even without having to rely on Incarnon perk bonuses. And then Whispers in the Wall came out and we could slap the "Cast to get corrosive damage on your melee" arcane on whatever melee was equipped.
Whipclaw has always had a decent crit chance on it, so it already inherited blood rush and gladiator shenanigans. On top of that, Accumulating Whipclaw came out, and the bonus on that applied directly to the ability strength portion of its damage calculations, meaning you could comfortably fit Overextended and still get gigantic damage through maintaining Accumulating Whipclaw's bonus, making that mod function as, essentially, a +350% ability strength mod for that ability alone, the only one in Khora's kit that especially cares about strength.
Even Slash Dash still had value as a combination mobility + invulnerability tool, as well as combo building to improve Exalted Blade's damage, even if it didn't especially do fantastic damage on its own, but come on - it was competing with Exalted Blade. Now it forces bleed procs.
Gara needs some love. Her 1's hit box is so atrocious, and she feels so terrible to play cause you can't hit damn near anything with it you sweep once, everything gets knocked down, and you can't hit them again.... And she's just left behind with nullifies, Dante can just hit thru them with dark verse, but on my melee only Gara build, I'm forced to shoot bubbles. She needs some help from DE
As much as I hate the current state of shattered lash itself...i'm kind of afraid gara would be nerfed if DE actually looked at them. Having an melee-modded infinitely scaling mini AOE that can be applied to any ally and follows them is absurd when you think about it. That's before talking about her actually pretty solid augment mods, and the LoS ignoring 50M+ nuke that also scales with melee mods. I'm fairly sure one of the main reasons she isn't popular is because she has many "feels bad" aspects of her kit that probably wouldn't exist in newer frames.
On one hand, I would actually like if many of those "feels bad" aspects were removed. Most notably not instantly losing all your splinter shield damage when it expires, possibly with all splinter shields inheriting that effect instead of each independently having their own damage storage. That sounds saryn-level absurd though, and she atleast has the excuse of losing that scaling when there's no enemies to kill. Being able to apply splinter shield to allies with Mass Vitrify if you have it active would be nice too, and would help sink in how good splintershields+mending splinters actually is for squad surviability.
i liked the grendel eating popcorn bit
6:33 and then Citrine PUNCHED the asteroid!! POW!! ... wait, thats not right.