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Akimbo

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Posts posted by Akimbo

  1. General:

    • The water effects are nice but make my abilities quite difficult to see
    • Why are my tentacles no longer pink? :(
    • Armour buff is always welcome

     

    Tempest Barrage: too slow, too random and pretty much useless. It was only really effective when you used to be able to spam it in one area. Charging it doesn't really seem to be much more effective, just even slower still.

    Tidal Surge: I've always liked this ability, and the idea of dragging enemies along was good, however it seems more likely to slingshot the enemies in the direction I was travelling once I've stopped. I kind of thought maybe it would be possible to 'ball up' groups of enemies using it. It retains its purpose for mobility but otherwise doesn't feel much different. Speed on this ability also seems to vary between "too slow" and "omg let me off this ride" if you reduce or add duration.

    Undertow: wow, this is fun. Snagging enemies and dragging them in to the undertow is fun, if a bit inefficient, but casting abilities as well? neat! Maybe if it was possible to drag in a "cone" shaped areas worth of enemies at once it'd be better - maybe launch more tentacles at enemies near your target based on power strength?

    It's fun, I like it, but even though it's now mobile (and that's a big plus) it's still very slow, very static. This cuts its use from a fair number of mission types. (Any where you have to move...) That said I can't really see what you'd change about it without reworking it entirely into something different, this gets a thumbs up even with its limitations.

    Tentacle Swarm: - After playing with it more OH MY GOD it's so SLOW with the charging mechanic. Just make it cast full power all the time without charging!

    Kraken!

    • Tentacles are no longer affected by energy colour, difficult to see what my ability is doing
    • Just give Tentacle Swarm the max number of tentacles and do away with the charging requirement.
    • This now seems to have a very small targeted area, instead of auto-targeting enemies within the previously larger range? i.e. the range now is 7.25m with stretch, it used to be 20m without stretch by default. I'd like to see this functionality returned. There used to be a choice between "large AoE, short duration" tentacles which you would recast or "lowered range, long duration" tentacles which you would use for static-location farming. Hydroid seems to have been restricted to gameplay similar to the second type of build now.
    • Tentacles seek enemies - yes! this is nearly all this ability needed changing.

     

  2. 4) Atlas - Only his 1 is worth using, 2 is just ridiculously small / pointless, 3 is too slow (cool idea though) and 4 doesn't scale well enough or provide any utility other than sometimes they get between you and bullets.

    7) Don't mind LoR, but too many of the rewards are garbage, which means actually getting 10 arcanes of the same type that are worth having takes a very, very long time - this sucks the life out of doing them (a bit like sorties) because most of the time you finish, yes! success! Oh look, worthless reward, time wasted.

    JV just seems like a buggy mess that requires AW at some point in it, so I avoid.

  3. It COSTS you 40 beacons to enter the map, you don't just need to have 40 i.e. to do the assassination mission you spend 40 beacons. Once you have the Supra Vandal there is no reason to do the assassination again. Instead go to open air missions and farm the Smbulas spawns there.

  4. 18 minutes ago, Phalian said:

    Yeah, this seems more like an "Ehh, this should keep them quiet for a while" and not an actually well thought out process. I mean some of these problems even seem obvious just on paper. Yes it's nice Hallowed Ground got wider. No, taking away it's natural armor utility and forcing you to cast it to make Renewal and Reckoning slightly viable just makes it an extra step. 

    Let's take a look at Saryn for a moment, probably one of the best reworks so far. Each one of her abilities can stand on their own and have distinct uses while rewarding players to string them together AND has a way to regain energy. Oberon on the other hand has 1 AoE Heal and 3 abilities which on their own deal very little damage and spread Radiation... really? 

    Saryn isn't a good example. She changed from 4 spam to 1 spam. No one really uses the synergy DE added because in most circumstances it's just a waste of time and energy. Just like Oberon.

  5. 20 minutes ago, Music4Therapy said:

    Please give either of my threads on Oberon getting an energy gain mechanic a thumbs up. This idiotic, misinformed idea spreading that Rage works wonders with him is going to give me cancer.

    Other ability spamming, combo-caster frames such as Nidus, Saryn, Limbo, and Octavia have methods to regain energy. Oberon, a frame with a base power of 100, needs similar treatment, esp considering his basic 2-4-3 combo costs 175 energy before mods.

    Given up on giving feedback. My thread which was well thought out and structured just got mashed into this stupid megathread to be lost to the ages for all time. Just look at the reworked rework. DE are so far off the mark as to how to balance / rework this game I don't really see the point anymore.

  6. Rage is not viable on a frame that needs to pump all attributes to be effective. Simply no space for it and Oberon isn't tough enough to want to be taking damage at higher levels. He also has no healing, you know, since Renewal is now utterly broken.

  7. So you guys actually made the rework even worse? Well done...Why would you make Renewal useless? It was the only ability Oberon had after the rework that wasn't utter garbage. Now it costs at least 12 energy per second just healing your team. Why would you even think that was a good idea?

  8. 1 minute ago, Ernestasx said:

    So.... Limbo's ult isn't even good lower than that yet they are not buffing it in any way now. They should have not put in the reduced damage per bigger area effect.

     

    Oh and about Oberon, i like his rework, but his 1 got nerfed. I love the ideas of the opening post, they would make him very good and viable, unlike the gutted Limbo.

    Thanks for the feeback that was on topic. I hope his #1 was just an error in damage calculation or how it's applied and can be fixed easily.

  9. 5 minutes ago, Xionyde134 said:

    Don't worry, this is working as intended. Armor debuff stacks, but only multiplicatively, meaning you have to debuff enemies until the game decides to round their armor values down to 0%, instead stacking a 50% debuff with another 50% debuff to get the desired 0%. Just think of it as multiple Corrosive procs instead of 4 Corrosive Projections.

    I agree with some aspects of your changes, like how the % damage on Smite shouldn't split between the orbs. Especially since it's mitigated by armor anyways. Or maybe change it from Radiation damage to Finisher.

    However, I disagree with making Hallowed Ground a toggle. Mainly because other landscape affecting abilities (for example Frost Ice Wave, Nidus Ravenous, etc) aren't toggles. The only one is Equinox's Mend/Maim, but that's cuz it has a second effect centered around her. 

    As for Renewal, I think this is a good idea since it's mostly only useful on squishy frames anyways. However, it still needs to decide whether it wants to be a Duration ability or a Toggled ability. 

    Reckoning's blind really does not need any help. The blind is useful, but that's not what the ability is meant for. Reckoning has some scaling, of course it's not that strong since it's not plausible to completely strip armor in a fight, but it combined with the Radiation procs make it useable enough. A buff to its base range would definitely help it out.

    Yeah I figured it worked like that, however it's also worthless like that which I guess was more my point.

    Hallowed Ground should absolutely be a toggle, so we disagree there. It would be a massive quality of life buff.

    Reckoning is about CC, Blind is the best part of that CC because of how poorly damage on abilities scale with these old frames, trying to make Reckoning viable as a damage dealer outside of starchart is pretty pointless.

  10. Just now, NinjaZeku said:

    Just give Renewal its infinite range back.

    It not having been made into a simple toggled super-Rejuvenation is a huge miss of course,
    but first and foremost, I'm getting really sick of DE's fear / hate of generous healing ranges.
    Seriously, what's up with that?

    I'd say the range is less of an issue, my Renewal covers about 47m I think. As others have said, it's probably the inverse-duration causing more problems now as a long duration heal-over-time would have been a good buff for the ability.

  11. 1 minute ago, Neightrix said:

    Given the title, this review made more sens than I thought it would.

    I'll echo what has been said about Smite, the damage to nearby enemies seems insignificant. The scaling seem okay-ish, but I think a bit more would be better. I think the scaling damage should also ignore armor, otherwise it gets diluted to the point where the damage is barely visible.

    I'd like to see it be 360 degrees on Hallowed Ground as welll. Range mods are heavily scaled down on Hallowed Ground, which I actually completely agree with, but I think it could be a tad less severe. That could give you the range you're looking for.

    I also think Renewal would be much better as a toggle. Maybe recast to send out the burst heal? You still really want duration for Hallowed Ground and Reckoning, so I think this would make modding much better as well. Players might *want* an Oberon if the armor buff was a consistent thing :)

    On Reckoning, even a 3m increase to base range would be an appreciable difference! While the blinding effect rarely does anything I don't really agree with buffing its duration, since you're already dealing good damage and proc'ing radiation on everything. I know some frames do much more insane things with blinding and such, but I think this acceptable for a frame that supposed to fill a diverse role.

    Great ideas, and well written and explained.

    Thanks for the reply :)

    A quick note on Reckoning's damage: It falls off very quickly once you go past level 50 enemies (so basically stuff beyond the starchart). Armour makes it virtually useless. All frames ultimate abilities should have a function that allows them to be useful beyond that level.

    Blind, knockdown and radiation procs would be playing on Oberon's advantages without having to try and shoehorn (force) damage in there.

    It also makes a build more viable where a player doesn't have to try and focus so much on power strength in order to make their ultimate ability useful at those levels where raw damage isn't an option for a frame that doesn't scale damage.

  12. 2 minutes ago, Sannidor said:

    We still don't know stats on Obe prime. Maybe it will allow to free one mod slot which is always occupied with Steel Fiber. 

    He should not be squishy, master of nothing or not.

     

    Just like Oberon's but slightly higher. It won't make any difference to the underlying problems Oberon has with his abilities.

  13. I've always like Oberon. There I said it. I know a lot of people dislike him without even playing him because everyone says he's rubbish. There are reasons for this.

    His rework felt like a step in the right direction, but there are still some problems:

    1) Smite is still too weak, the scaling doesn't work as one would imagine and seems to be splitting the scaling damage between all the bolts, making it worthless.

    2) Hallowed ground should just be a 360 degree ability all the time. The graphic for it looks unfinished and the area Hallowed ground is affecting is hard to make out. It also doesn't last long enough or have enough default range, but the main issue for this ability will be discussed at the end.

    3) Renewal ... actually seems okay? However it still suffers from the problem that plagues Oberon in general...more at the end.

    4) As we know, straight up damage abilities, even with added damage from radiation procs in Oberon's case, cap out by the end of the starchart unless they have some kind of % or endless scaling - Reckoning doesn't. This means that their potential usually lays in what else the ability can do. Reckoning doesn't have enough range by default, meaning range increasing mods aren't very effective. This is a symptom of...

    Jack of all Trades master of none.

    To be effective Oberon needs:

    Duration: He buffs. Therefore he needs duration to keep those buffs up. The durations on his abilities aren't long enough so you need a lot of power duration to make them viable.

    Efficiency: Outside of defence missions and other "static" missions, Oberon will need to regularly recast his abilities in order to keep buffs up on the move. Without at least streamline this simply isn't practical. Fleeting expertise is basically unusable because the duration reduction cripples Oberon's buffing.

    Range: The range on Oberon's abilities (except Renewal) are too short. This means to be buffing your allies (especially in public games) you're going to need a lot of range to make up for the poor default range of his abilities.

    Power Strength: Oberon is a buff archetype. To have buffs which actually make a difference, you will need at least a positive power strength (so, 100%+ after all mods). However because you also need range (Overextended reduces power strength) and duration (Transient Fortitude reduces power duration) Oberon really struggles to maintain a positive power strength without sacrificing (heavily) another stat. Which as mentioned above are ALL required to make Oberon really work in his role.

    What do I think would help?

    I'll look at abilities first and how I feel their base mechanic and/or attributes should look like.

    1) Smite - The % scaling should be a factor of the initial targets health and scale EVERY bolt by that amount.

    2) Hallowed Ground - The ability should always be 360 degrees. The base range should be 20m (up from 15m) radius and the base duration should be 30 seconds (up from 20 seconds). The edge / area that the ability covers should be much more obvious. The base status chance should be 40% (up from 15%) Here's the big one...The ability should be centred on Oberon and move with him.

    3) Renewal - The armour buff shouldn't scale with power strength and always be +300 armour. Attacks from irradiated enemies should do 10-20% less damage to allies affected by this armour buff (300 armour isn't very much outside of starchart enemies.) Note: This is the synergy effect. There needs to be a decent payoff for Oberon buffing his allies. Otherwise I quite like Renewal as it stands now.

    4) Reckoning - Range buff, default range should be 20m (up from 15m). Not sure what's wrong with the armour stripping effect, but it doesn't seem to work and requires 10+ casts of Reckoning to strip the armour off a heavy gunner. The blind effect should be 12 seconds (up from 4 seconds, for comparison Radial Blind is 15 seconds) and the blind range should be 8m (up from 4m). CC/Debuffs to make the ability useful once the damage stops being effective.

    What am I trying to achieve with these buffs?

    As you've hopefully gathered from the above, Oberon's real issue is that he needs to spread his attribute buffs too thinly in order to not take hits to his abilities which make them very sub-par. Other frames can usually just focus heavily into two attributes (power strength and range for example) and completely ignore duration, which in turn allows the use of Fleeting Expertise to boost efficiency. Oberon can't afford to skimp on any attribute or he suffers compounding negative effects to all his abilities. With the buffs above I'm hoping that Oberon can afford to spread himself out across his attributes to become a well-rounded ability user, without being punished for not being able to min-max as he is now.

    Passive: Oberon creates a duplicate of his pet that fights and acts alongside him just as a normal pet would. Both pets have a minor vacuum effect or the Kubrow loot collection mechanics by default.

    The passive idea came to me as an afterthought and would just be really cool.

    Thanks for reading and I hope we truly get the Broberon we deserve and not this Doh!beron we have now.

  14. The problem lies with Mirage and her Hall of Mirrors mod, not with the simulor itself.

    To avoid having to balance weapons around a warframe I suggest Mirage's clones get a set, specific weapon like Loki's decoy. e.g. the dual pistols that were released alongside Mirage.

    Just been through a mission where Mirage just ran in circles constantly spamming fire and destroyed everything with zero effort involved.

  15. If this stupid change goes through, I'll just be skipping every sortie with an eximus stronghold. The rewards are bad enough already, but with the amount of time dealing with invulnerable Eximus will take? Yeah, just won't bother with them at all.

    I'll also never use anything other than AoE weapons. Aiming during a survival where Eximus are spamming their crap everywhere already? No thanks.

     

    Do you even play this game DE?

  16. 8 minutes ago, TheScytale said:

    The thing is that they don't want you to keep re-rolling until you get the "perfect roll" you're looking for. 

    I'm not looking for a "perfect roll". I'm looking for something that's even usable. Instead of for example, increased clip size for a goddamn bow.

  17. Woo, we got Riven mods! Balance issues aside, this is something NEW to collect and reroll and level up! Cool!

    Except RNG.

    It's okay I'll just reroll over and over until I get something I can use, right?

    Hmm, I seem to have used my 30,000 Kuva supply up very, very quickly and have nothing much to show for it.

    I'll go get some more!

    What's that, without a booster I'll need to do 5-6 runs PER REROLL on that mod that RNG screwed me over with?

    ...and that's the real kicker. Even with the max-reroll cost capped now, it's too much of a grind to farm Kuva without getting DExtremely bored.

    Solution - one or more of the following:

     

    1) Increase Kuva Siphon rewards by 5x or 10x and stop boosters affecting the rewards

    2) Replace Endo rewards in sorties with Kuva, 4000 reward and 8000 reward respectively instead of 2000 and 4000 endo

    3) Killing / completing missions in the Kuva Fortress should reward Kuva

     

  18. Nidus is one of the best warframes released recently. People look at numbers and cry "OP!" but he's really not. If anything I'd like to see stack building possible from other sources, e.g. using infested weapons = builds stacks with kills. A 100 stack Nidus is cool, but it can take ages to get there since you rely on enemy density to build up stacks. Also losing all stacks when downed is a poor design choice.

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