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LitteralGarbage

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Posts posted by LitteralGarbage

  1. On 2020-03-02 at 10:00 AM, [DE]Bear said:

    Impact

    Repeat single-target Impact Status Effects will escalate the efficacy of the Impact Status (removed previous change of adding Ragdoll as maximum Stagger consequence).

     

    When you get 8 impacts you get a knockdown making it extremely difficult to land headshots with weapons like the Astilla, a weapon which has projectiles which cause guaranteed impact procs. Combined with multishot and youve got an issue where going for headshots or body shots immediately puts the target on the floor, Making weakpoints in most occasions much more difficult to hit.

  2. 1 hour ago, so_many_watermelons said:

     

    What do you think some of the worst procs should be changed to? I like having this discussion with friends when we're playing over voice chat, about possible changes over the game in general. I think our consensus over Impact was applying an accuracy debuff called Concussion instead of the now redundant stagger, and Puncture can act something like Banshee Sonar/Helios' scan augment, creating a weakspot at the point of impact that procs the status, taking more damage for a short time. Not a huge buff but a damage buff nonetheless.

    Never knew what Impact would do if they reworked it. I like the sound of Concussion, seems likes it could very handy. When comes to puncture i had much of the same idea. Damage is always nice. It'd also be very useful if the proc allowed a small portion of the weapons damage to go through the armor entirely.

  3. 19 minutes ago, DerGreif2 said:

    Oberon is a pretty good frame. If you are unhappy with the one use the augment. It's pretty good. And the other abilities are fine and versatile so no he does not need anything.

    What about Nyx?

    Or Valkyrs 1 or 3?

    Or Hydroid?

     That are Frames that need a look at because you play them for one build that is not even that good. Oberon has a lot of builds to choose from and all are viable.

    All the frames that You had mentioned need a rework, yes i agree. I mentioned how Oberon's is in a pretty good spot. These are just some points of contention with his current skill set.

  4. 1 minute ago, so_many_watermelons said:

    Yeah, you wanting to change the projectiles to Slash procs is just a symptom of the Puncture proc being pretty bad. There have been multitudes of status proc improvement ideas given to DE since the beginning of Damage 2.0, and with the recent revisit of Heat, one can only hope they tackle the next unpopular damages/status effects. Impact's has been pointless since the update that made enemies flinch more often, Puncture is not particularly good nor does it make sense, and then of course Magnetic. 

    At any rate, to reiterate, changing it to Slash doesn't make sense and is merely avoiding the real issue at the core. 

    Agreed.

  5. 1 hour ago, BiancaRoughfin said:

    I wouldnt change anything on it, it already scales the damage with enemies, causes radiation damage which is efficient for taking down Alloy armored enemies and causes confusion on mobs hit by both primary and secondary projectiles so there isnt any reason to change a skill with that potential.

    *The Initial hit does radiation and the orbs likely do aswell, however the resulting damage is still too low to make a significant impact. Smite does 2 forms of Damage. The initial hit does Radiation while the orbs are purely Puncture you can tell thats the case by spawning a bombard and Heavy gunner, who have the same health and armor but different armor types. The orbs do more damage to the Heavy gunner that has Ferrite armor as the damage is PUNCTURE. The Orbs do not apply any Radiation procs. thus your point is incorrect. Even if they did, Hallowed Ground already does this and lasts 20s, actively applying radiation during its entire duration,

  6. 6 minutes ago, BiancaRoughfin said:

    I stopped reading here, i cant take Slash junkies seriously. You would probably want Anvils doing Slash damage too right?

    I personally I do not like building anything for slash. I just feel if it were to do slash, armor would be less of an issue, allowing smite to better scale. Slash would simply increase the damage output of the ability and make it more functional. Id be glad to hear how you'd change it. These are just thoughts that come to mind when thinking about the matter.

  7. Oberon at the moment is a very capable frame. He provides good healing for himself and his team. He can apply Radiation procs on mass through his Hallowed ground ability and strip armor. That sounds pretty good on paper. However there is some short comings when it comes to his overall kit and at times his performance can feel very lackluster. I will be going over all his abilities, what they are good at, and how I would change them.

    Smite:

    Smite at the Moment is a good single target damage ability, smites orbs scale off of enemy health making it decent against higher level enemies that guns or melee can't deal with. Weapons can do extreme amounts of damage, especially melee weapons, capable of dealing massive damage to any enemy caught in effective range. Weapons are powerful enough to carry any frame even if they lack damage abilities. At the moment Smite is a single damage ability and lacks the ability to deal damage to many enemies effectively. In missions, Smites orbs target enemies at random and spread out and deal minimal damage to enemies around the room, only when an enemy is single out does it ever do meaningful damage, unless the enemies are extremely high level. I would change smites orbs to instead do Slash Damage with a 100% chance to proc, this would make it better at dealing with heavily armored units and make each orb more effective thanks to Slash's damage over time. Smite is a powerful ability for newer players who do not posses weapons powerful enough to deal with sortie level enemies, smite becomes immediately useless once weapons are powerful enough.

    Hallowed Ground: 

    Oberon's best ability,(Outside of Renewal of course) it applies mass radiation to enemies standing on it and cleanses status procs of allies. Radiation is a proc which makes enemies attack each other, useful for making enemies focus on attacking each other instead of you, your allies or objective. Hallowed Ground is in a great spot, it provides cc and can be very capable at killing lower level enemies(Level 40 and below) if built correctly. I feel this ability is good where it is and does not need any significant changes.

    Renewal & Iron Renewal:

    Renewal is Oberon's supportive ability, it provides good amounts of healing and is very powerful. When cast Renewal spawns a circle which applies its buff, the circle will remain at its spawn location until Renewal is deactivated. If an ally has renewal removed from them via Nullifiers, Bursas, Scrambus Auras, Shadow Stalker or by falling out of bounds. Renewal cannot be required from entering Renewals circle again, unless the recipient dies and returns for the buff. Standing on Hallowed Ground whilst Renewal is active will provide an armor buff (200 armor, effected by strength). Iron Renewal will remain after Renewal ends for 20s configurable by duration. The Healing aspect of Renewal is powerful, but tends to have difficulty healing entities with high amounts of health, Inaros, Specters, and high health allies. For these entities it would take Oberon very long to heal them all back to full health and would consume much of Oberon's Energy. This is extremely problematic, especially when Oberon is healing Nekros' Shadows of the Dead and Revenant's Thralls which take constant damage from a variety of sources, its useless for Oberon to heal these entities as the healing is tiny in comparison to their health, simply causing issues for Oberon's energy for no good effect. To fix this, I would simply suggest removing the Ability for Oberon to Heal Nekros' SOTD and Revenant's thralls entirely. As for healing entities with high amounts of health I would suggest making it so Oberon's Renewal has a 1% per second heal on top of what Oberon's healing output is, this would make it much easier for Oberon to heal Specters and Eidolon Lures which have much more health than Warframes. I also have issue with how Renewal is applied, as mentioned above it remains in its spawn location and can't re-apply itself to entities who've lost it, unless they die. I would make it so Renewals circle follows Oberon and applies itself to allies that enter its radius. It would also be of great convenience for Oberon if the buff reapplied itself in order to prevent Oberon from having to constantly recast Renewal to reapply it to a teammate or companion who lost it. Another issue that presents itself when it comes to Iron Renewal is the fact that it is a armor buff and not a damage resistance buff like Trinity's Blessing. All frames at base have a 1x health multiplier and for every 300 armor they have they gain an additional 1x health(0=1x 300=2x, 600=3x 900=4x, etc). Armor adds to armor while damage resistance multiplies other damage resistances including armor. Iron Renewal feels mediocre in comparison to a damage resistance buff like Trinity's blessing which provides a damage resistance of 75% (4x effective health boost on any target). If a frame had no armor what so ever, Oberon would need to provide 900 armor in order to be equivalent to Blessing's 75% damage reduction, or in other words 450% power strength for the Oberon Player, which at the moment is impossible. Not to mention that Iron Renewals armor buff adds to pre-existing armor, Oberon's armor buff is much more noticeable on Low armor frames than on high armor frames that can easily acquire over 1000 armor, such as Chroma and Valkyr. There are 2 ways to fix this problem, and that is to make it so Iron Renewal's armor buff stronger or by making it so Iron Renewal is a Damage resistance buff, akin to Blessing. Id expect Iron Renewals Armor to be buffed by making use of Oberon's base and modded armor so that the armor buff is more profound and noticeable by higher armor frames and making Oberon better at protecting squishier frames. The other way is by simply making Oberon's Iron renewal a damage resistance, this would make the buff very effective regardless to how much armor an ally has.

    Reckoning:

    Reckoning is an ability that costs 100 energy at base. It does Radiation damage and applies a forced Radiation Proc. Enemies that are effected by Reckoning will be lifted than immediately slammed to the ground, knocking them down. This provides a brief moment for Oberon to recover their health or stop enemies from attacking and damaging an objective for a moment. Enemies that are hit with Reckoning whilst standing on Hallowed ground have 30% of their base armor removed permanently. In order for Oberon to achieve a 100% armor strip it would take 333.4% power strength. This can be reduced with the use of Corrosive Projection, making it require just 233.4% power strength. Subsequent Corrosive Projections reduce the required Power strength by and additional 100%. Let me go over all the issues before we get to my solution. Reckoning at base can only do 1875 Radiation damage, this amount is quite low and will only do a tiny portion to heavy units and all enemies once they reach a high enough level. The Knockdown on Reckoning is as mentioned, very brief, it will only buy you a couple seconds of Crowd control on affected enemies, 2 seconds of cc is not enough to warrant a cost of 100 energy. Not all enemies have armor. The Solution is to make Reckoning a much more Versatile ability, which is much more effective against all enemies of all types. I make Reckoning a 2-cast ability, a lift and slam, exactly how Divine spears on Nezha function. The lift would have a duration of 5 seconds at base and would be effected by Duration mods. The first tap on Reckoning would cause enemies to lifted, the Oberon could then leave the enemies in air hovering, leaving them vulnerable and unable to attack or immediately slam them down for full damage. Once the ability Ends, the enemies drop to the ground taking no damage. I would also change how armor stripping works on Oberon, the slam would remove the same amount of armor, however enemies that hover above Hallowed Ground would have their armor stripped at a rate of 15% per second, this would allow Oberon with their base stats to do a full armor strip if they wait for the enemy to lose most of their armor before slamming them down. Reckonings damage output is fine as it stands, it allows Oberon to kill many enemies with a single cast in lower level missions in the Star chart, allowing him to clear them quickly. However the damage past level 50 enemies is quite poor. When Oberon strips armor when he slams down enemies with reckoning, 15% of the armor or shields that are removed should return to the enemy that's effected with additional damage, this would improve upon the damage output of Reckoning to better scale with enemy level. The ability to remove shields as well would be appreciated. These changes would make Reckoning a much stronger ability no matter which faction you bring Oberon into.

    Well, I reckon that is it. I thank you very much if you have read this far! I would like to acknowledge the fact that Oberon is not in dire need for a rework. Those frames would be Banshee, Titania and Nyx. However I believe these changes would make Oberon much more relevant and impactful in missions he finds himself in. Looking forward to your feedback! Thanks for reading and have a wonderful rest of your day. 😄

     -A No Life Oberon Main

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  8. Killing shots do not apply status effects, in many cases this is a non issue. However, this is an issue as for weapons like the Lanka which can use Gas status as a form of area of effect damage. The Mecha mod set is also effected by this bug, as you need to inflict status to spread it around, marked enemies take increased damage making it more likely that a one shot will occur inflicting no status to nearby enemies. This bug severely reduces the effectiveness of gas procs and the mecha mod set when used by powerful weapons. To replicate this, pick a high status, high damage weapon(Such as a Lanka or Vectis) and hop into an Infested mission and you may notice that shots which kill enemies will never apply any status.

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