Jump to content

Iedarus

PC Member
  • Posts

    66
  • Joined

  • Last visited

Everything posted by Iedarus

  1. This. They did the same with enemy armor vs Tenno armor (not like it matters since viral slash just obliterates everything; please give us a damage rework) so it would be fair to have enemy overguard not give cc immunity. I can't believe I'm saying this but I actually miss Limbo players in defense missions. They made wave control so much more manageable and they'd especially shine in Munio Mirror Defense.
  2. "Lotus, I'm trying to nuke the tileset, but my thicc wizard asscheeks keep LOSing my Tragedy." You. Can't. Make. This. S#&$. Up.
  3. Oops replied to wrong person because I'm a dumb dumb.
  4. Oberon has shields. Unless you want Oberon players to dump Roar/Xata's Whisper for Parasitic armor, either he needs to get the Inaros/Nidus treatment and fully commit to being an armor tank, or Combat Discipline needs to work with Adrenaline/Rage. Ideally both so that he can finally somewhat compete with Citrine and Wisp.
  5. How will this work for Oberon? For some reason he has shields even though he's an armor tank. Having Overguard means there's no way for him to lose his shields. Here's hoping you make Combat Discipline finally synergize with Adrenaline so I don't have to put Equilibrium and Arcane Energize on him as well.
  6. I remember raising an eyebrow at one comment on my "Radiation Toxin build" post saying to be careful because DE will nerf anything that threatens the meta. Now I'm really understanding what they meant. It took them so long to finally remove the WuBramma crap and other meta builds have remained untouchable. Why bother with your Phantasma Prime? Just use Laetum and ctrl alt del every Acolyte in the game. REALLY hoping for some consistency to finally happen. I initially rationalized this change as "Oh well Saryn is all about those deeps and Dante has a lot of group support" only to remember Helminth exists and that most Saryn mains nowadays replace Molt with Gloom. I remembered that support frames aren't even required anymore because every frame can now be self sufficient. DE seems to be dead set on one meta where only a handful of frames are in the cool kids club and the rest are given wedgies and shoved in lockers,
  7. Not like they can make Oberon's Reckoning any worse. LOL FR though how can Megan say Oberon is one of her favorites and not even acknowledge the novella of issues in his kit? DE has just been so tone-deaf and it ticks me off to no end because I've seen similar behavior with the devs in FFXIV: "Oh we're listening! We love our players! By the way let's gut all the jobs to make them Fisher Price levels of braindead because surely our audience would enjoy not having to play a game while playing a game!" I'm so sick of it. We're paying companies to give us content yet we're constantly being belittled because of some bogus "vision."
  8. This is a problem with the game, in general. I've had many missions where my inputs just go kaput for no reason.
  9. I'm on board with making all helminth variants of abilities weaker in order to prevent frames from just being Helminth fodder, however if you keep nerfing the more useful abilities, eventually subsuming just won't be worth using anymore. I use Roar on Oberon (Reckoning is so baaaaad x_x) and it really helps Smite pack an extra punch but with how much DE has been nerfing it, aside from Eclipse which will also likely be nerfed soon, it's hard to find what abilities could complement his kit. Tharros Strike is good but how much longer until DE nerfs that as well? It's like Rahetalius said, it doesn't #*!%ing matter how much you nerf these abilities; they are still infinitely more useful than most other options in this game. Nerfing them to the ground is only going to discourage players from subsuming all together because the abilities that aren't nerfed aren't even worth a damn, and the rare ones that are won't see use because the player base will just assume that those abilities will be nerfed too, so why waste the time and resources on getting them? If there's one ability that genuinely does deserve to be toned down, it's Breach Surge, though seeing nerf threads for that is a rarity since it only shines in Steel Path where enemies don't die just by being sneezed on.
  10. Oh damn, I didn't even think of that. Will try it ASAP, and by ASAP, I mean as soon as I have the energy to farm Duviri again. Edit: Thank God for the Sanctum. Wait, wouldn't that just prove Magnetic/Gas is also a strong setup if it had that much kill power?
  11. Definitely not nonsense; I'm straight up decimating Grineer units and killed an acolyte in seconds in SP Kuva Fortress so it's 100% a strong setup. I scratch what I said about it being stronger than viral slash but it still shreds.
  12. Yeeeaah, not sure why they decided to nerf Topaz when the issue is how busted shield gating is compared to health tanking.
  13. Hm, fair points. Though it's still nice to see other combos that aren't Viral Slash see the spotlight.
  14. I was trying to figure out what to build my weapons with so that they can do significant damage to the Murmur, and I learned that Radiation with Toxin is the strongest combo since they resist the ever-meta Viral Slash. I tried to build for that, but then realized that it would normally take an additional mod slot to add the Toxin; that's when I remembered the new Radiation mods that are dropped. Not only did this help immensely for Murmur missions, I also found out that this combo was universally viable; the Radiation would do significant damage to Grineer and Acolytes, and the Toxin was not only a solid DoT on most factions, it also decimated Corpus enemies due to the shield bypass. I then learned that on weapons with added radial heat shots such as my Braton Prime, the Toxin will combine with the innate heat to proc Gas which makes it good against Infested. So not only is this setup primed to the nine Hells, it's also strong against every faction. What's crazier is that I'm currently not using a Riven. I'd argue Radiation Toxin is now stronger than Viral Slash and I encourage others to try it.
  15. At this point they should just get rid of the timer. There's so much to sink your time into anyway, so having the 24 hour gate serves no purpose for "player retention." Also once you hit MR 16, unless you want a bigger daily limit on syndicate standing or reactant (800 is more than enough IMO), MR doesn't mean anything anymore.
  16. Passive: I like the Bloom idea; it keeps his identity consistent but gives him a passive that's more up to par with the newer frames. An efficiency and duration buff is also huge for Oberon since he gets put on sui-slide watch whenever Nekros is in the party. I do also like how this gives him an opportunity to make use of Health Conversion for more armor. My only concern is that this basically makes Equilibrium mandatory when Oberon already struggles with being mod starved. However, if he can consistently create health orbs, then Equilibrium should be the only thing he needs for energy, so I do like this change! Smite: Issue with Smite is that very few enemies are worth burning energy for it. Acolytes and Anatomizers can net you crazy numbers, sure, and Smite is a very powerful boss killer, but in a regular mission, how often are you really going to get value out of it? I do like how this change is similar to my idea where Smite gives energy, but in this case, it drops a Bloom which acts as his energy source. I especially like how you kept the ability mechanically the same while making it worthwhile to use on squishier targets; it actually makes the ground melee finisher the ability enables worth a damn. I personally would make the orbs also generate threat to further establish Oberon as a tank. Great work! Hallowed Ground: Innate 360 degree angle, please PABLOOOOOO! Also some verticality on the hitbox so we don't get knocked down when we jump over it and so we don't get screwed as hard by geometry. I cannot tell you how many times I've gotten knocked down when I was clearly on my grass. Also FOR THE LOVE OF GOD get rid of the stupid "do all your abilities on your Hallowed Ground" mechanic; it serves no purpose. All you're doing is wasting energy. Renewal: Not sure how I feel about shield regen buffs when Oberon is an armor tank; it feels very anti synergistic. I would simply add a max HP buff so the ability is actually worth using on low HP targets. I also hope that 50% is added after the ability is already cast so I don't have to wait until I get a Bloom before I can finish stacking my ability strength. Though I suppose you'd have to wait for a Bloom anyway to get the efficiency and duration buffs. Although 15 seconds should be plenty of time to stack up. Also please Pablo, make a visible aura around Oberon that nullified allies can re-enter so we don't have to set up all over again. Also give this ability a drain cap pleeeease. Sorry if this section sounds so critical; I've been having a lot of grief with this ability. Reckoning: Massive QOL that is LONG overdue. Though my main issue is that even with this change, the ability is nothing more than flat utility due to how pitiful its damage is, even with the augment. Perhaps simply an added effect that detonates all radiation procs on enemies for massive bonus damage? That'd justify it only stripping armor with this powercreep. It would also add more flavor by making it feel like a true Reckoning, and give more interactivity with his radiation procs (and those topaz shards oooooooooh). Miscellaneous: Blooms granting energy if your hp is already full could come in handy and would make Equilibrium not mandatory. The idea of health orbs turning into Blooms if Hallowed ground is on them also sounds promising; Hallowed Ground is something you want to keep up as much as possible and this interaction doesn't feel detrimental to Oberon since he gets rewarded with more health/energy if he uses it for this. A slowing effect would also be cool to ensure enemies stay in his grass as much as possible. Overall I like these changes! Here's hoping DE uses some of these ideas so the king of fairies can finally get his wings.
  17. I totally get your feedback! Your input on Smite is understandable; I just wanted something that would help Oberon not have to load himself up with energy helpers thus stretching his mod slots even thinner. Even if Smite was never changed or just became something different entirely, the QOL changes on Renewal should do immensely well to at least allow him to forgo one energy helper (I've yet to test out Dethcube's energy dispenser with him). You're 100% right to give his Hallowed ground verticality on its hitbox, especially when flying enemies screw with the Reckoning interaction. Having the limitless range/duration on Renewal would be nice, I was just focused on making it less clunky since the actual aura is currently invisible. As for his Reckoning, my main gripe with it is that you either use the augment, or the ability is trash, which is incredibly difficult due to how mod starved Oberon is as I'd have to sacrifice Equilibrium, at least on my build. This would be rectified if the orb drop, which I totally forgot about due to how unreliable it is, got buffed. I still strongly believe it should strip Overguard because Oberon has to compete with Wisp, Citrine and arguably Styanax since he is effectively the Oberon rework for the time being. I mean, hell, his 2 is a literal upgrade to base Reckoning. Thanks again for your input. This helps narrow down his issues further to Smite being a meh ability in most situations and his abysmal energy economy sacrificing mod/arcane slots. Edit: Replacing Stretch with the Reckoning augment works fine. 300 radius Hallowed Ground will suffice.
  18. Ow2's Lifeweaver can also use his tree for trolling, granted. I'm sure DE could make collision only apply to enemies so Oberon can't trap his allies. I do see your points for Reckoning's blind effect, maybe that could be added to the new ability as well, or give the tree a taunt effect but Oberon can keep it up with his healing. I think the orbs do the puncture damage. The mark would also be a good thing to have in case you misjudge by 1 hp or something. My main gripe with the orbs is how they just fly around randomly so they often don't target who you want them to target unless you have a hyper specific setup to force the orbs to stay put on the main target. Hopefully this will help make him no longer feel mod starved. Thanks for your input! That was exactly what I was going for; Oberon has things in his kit that just feel like one big missed high five. Making a couple of changes like this will actually make him feel complete. Haven't gotten that far with a new augment yet, though. I don't know if simply applying Hallowed Reckoning to the new ability augment will suffice, though.
  19. I can keep Renewal up with Equilibrium and Energize, but it doesn't change the fact that Oberon becomes stretched thin for mod/arcane slots when these are literally mandatory to keep his energy economy in the green. Also I should have mentioned in that post that the recasting of Hallowed Ground becomes a headache when your teammates get nullified since they can't get those buffs back. Honestly, just get rid of the Hallowed Ground codependency; it doesn't serve any other purpose than draining even more of Oberon's energy. Remember, he has to compete with behemoths like Wisp and Citrine. This mechanic is a relic of a bygone age. As for Smite, I've been using Topaz Archon Shards to buff my ability damage which does help especially with his Overextended 2, but it still doesn't feel very impactful unless you specifically build for it or spam it off a very high hp target. That leads us right back to Oberon feeling starved for mod slots. I'm also unsure how Naramon benefits Smite unless the melee damage buff affects it. Here's a full rework idea I just posted the other day.
  20. "oBeRon is fiNE! jUsT uSe arCane enERGizE! hE cAn dAmAge AnD hEal!" ~Mfs who never played him in Steel Path. This is true. Oberon: Hallowed Ground codependency on top of renewal uptime not having a drain cap with no innate energy economy makes him an energy hog. Reckoning? More like press this button to maybe strip armor on an enemy assuming the tileset geometry doesn't cause the forced Hallowed Ground interaction to bug out. Smite, the button you will rarely get value out of because so few enemies are so high HP that Smite will actually do good damage off of them. It only sees real use on Anatomizers and bosses. His passive?
  21. I do agree with the posts above, sadly. Though Harrow is still an amazing frame to have because of how powerful his offensive buffs are, I mean, who doesn't want their guns to hit the crit cap? Ironically, if we really want to play supports that are truly invaluable, we should play Hydroid or Nekros; extra drop chance in a looter shooter? Yes please.
  22. So did everyone else... :[
  23. Another Oberon rework pitch because I want my fairy king to finally get his wings (despite him not having wings in the actual mythos): Passive: Similar to current passive, but increase the amount of health, shields, and armor given and/or add the % bonus after mods (assuming it doesn't do the latter already). Have the instant resurrect apply to all companions on the field on a cooldown. Smite: Oberon targets a single unit, inflicting Radiation and Impact damage while knocking them down. Damage is doubled if target is below 50% hp. Enemies killed by Smite give Oberon energy. Helminth variant can omit the energy gain if it proves to break Helminth balance. Having it be single target with more damage will not only make it more exciting to use, it will also give Oberon an energy economy so he doesn't need to pump himself with 2+ energy boosts just to stay energy positive. Hallowed Ground: No big changes needed; a base 360 radius will make the ability feel better to use without Overextended. Overall, this is objectively his best ability. Guardian Aura: Name changed from Renewal to Guardian Aura to fit the new version. Oberon summons a protective aura around himself which heals allies, increases max health and grants armor. Allies who leave the aura retain buffs for a short period and will regain those buffs upon re-entry. This will end the hair-pulling experience of constantly having to stack ability strength with the Operator all over again in the event a teammate gets nullified. Now, as long as he's the one not nullified, nullified allies can simply re enter his aura like Gloom or Wisp motes. The max health increase will help Oberon compete with other supports' heal abilities while still having his unique armor buff utility; Rhino mains rejoice. Hallowed Ground codependency has also been removed, same with his 4. Energy drain cap is also added so Nekros players can necro the whole tileset and not feel like donks. Crann Bethadh: Oberon summons the tree of life, Crann Bethadh. This tree periodically unleashes a wave of damaging energy that removes armor, shields and overguard from nearby enemies. % siphoned armor/shields/overguard from all enemies hit grant Oberon and his allies increased weapon damage up to a cap. Brand new ultimate to retire the old tired one, as well as a nod to the frame's Celtic origins. Its ability to strip everything should give Oberon the push he needs to no longer be a D tier frame. As for the party buff, I figured a % damage increase that was added after mods like faction mods would give him another unique party buff since every other frame with offensive buffs seems to lean towards crit and fire rate. Thanks for coming to my Ted Talk. Please, DE, I'm on my hands and knees; make this frame cool.
  24. People have complained about Breach Surge but it still absolutely decimates Steel Path. I have seen waaay more WuBramma abusers than TS Titanias, assuming I even saw the latter, at all. I'll also hazard a guess the reason why TS is complained about more is because Steel Path players make up a small portion of the playerbase. They don't understand that in base star chart, any solid AOE can delete tilesets. I play almost exclusively Steel Path and I have yet to get a game where I'm playing Walking Simulator like I was when WuBramma was meta. Like I said, do not punish default Titanias, otherwise they'll basically have to run it because they got balanced around it. Just nerf the Helminth variant.
×
×
  • Create New...