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Cameron_Hall

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Posts posted by Cameron_Hall

  1. Oberon's main problems are that he's locked in a state of wanting to be a pseudo-tank, as rage is what will give him most of his energy regen in a Renewal-focused build, but his entire concept focuses on radiation, which means enemies shouldn't even be shooting at you much in the first place. His 2 isn't a full circle by default, so until you have 235% ability range, it doesn't even properly work with his 3 and 4, both of which are full circles that require their targets to be on the 2's ground in order to get their full effects.

    In terms of support he provides to the team, he's incredibly good - permanent armor stripping in one or two casts, Hallowed Ground creates a long duration field that can keep enemies almost perpetually afflicted radiation (thus exponentially improving your team's survivability), infinite range healing. His main issues are that his 1 just doesn't work with the rest of his kit and is completely out of place with its current implementation, his 2 isn't a full circle by default and doesn't let you effectively track the time of all four instances of it (as you're only shown the most recent ground's duration), and his 3 has a default range for no reason other than when you're initially catching people in its radius.

    I've actually made some suggestions here (it has a TL;DR, don't worry) - it gives options for how he can be tweaked or improved, as any of these changes would make his viability far better when compared to the 'specialists' who can do each of his roles. Most of the changes involve some form of light scaling that comes from you playing him with your radiation-focus in mind, and specifically targets the aspects of his kit that have synergy issues with the rest of his kit in high level content (which is what generally defined frame viability for most people).

  2. Some people love him, some people hate him. Some people think he's unviable, some think what he does bring is excellent. Personally, I'm on the side leaning towards the 'excellent' part, but that's because I'm biased towards him. However, I think it's safe to say that Oberon clearly has some issues and conflicting design choices here and there. I might catch some flak for this, but here is my take on the situation: I'm going to propose changes to all skills but his 4, and I'll give the reasoning behind each. You don't have to agree with everything, or even anything, I just ask for feedback and opinions.

    Before anything, though, I will say this - my suggestions are more towards making him shine a bit more at high levels. The game is primarily about low levels, and I believe he does relatively well there. Stacking his 2 makes for some excellent DPS with the right builds, his 3 makes his team practically unkillable at lower levels, and his 4 works great as DPS even if the armor reduction is completely unnoticeable at that point, as enemies generally have no armor.

    For the most part, Oberon seems to be a mixture of support, CC-bot and, given his lust for energy + a channel-heavy frame, his need to tank a bit here and there to keep energy up with rage. However, for a frame who seemingly wants to get hit, radiation is a tool that causes chaos and reduces your chance to be hit. As such, you'll generally need to either focus on his synergy with such, or his ways to get energy back to keep his job afloat.

    These are my suggestions - some are just QoL tweaks, most are buffs.

    His 1 - it's honestly the most awkward part of his kit, in my opinion. It seems out of place. It encourages him to be a DPS, but it also relies on inconsistencies and RNG in the form of the orbs he creates with each cast. On an enemy with no armor and on their own, it can do immense damage. In an area with one big guy and a bunch of grunts, it has some clearing potential. Out of all of his skills, this is the one I'll be emphasizing on changing the most.

    Rework the 1 completely. My idea is to make it work similarly to Limbo's 1 - you choose an individual target, and then a cone spreads out from behind them. The enemies behind the target are knocked down and have a guaranteed radiation proc applied (or perhaps only the initial target gets knocked down, while everyone else gets radiation). Much like how it works currently, a percentage of the initial target's health is deducted, but everyone in the cone would receive this damage unmitigated by armor. Naturally, the % health would be reduced from its current amount, as it's now ignoring armor completely. This gives him some decent, on-demand CC without needing to go overkill with his 4, the ability to deal some relatively consistent damage in the form of scaling, and, above all, radiation procs, which seem to be his schtick.

    His 2 - despite what criticism I've heard, I actually really like this ability. I have two proposed changes. One, make it a full circle by default. The fact you have to reach 235% ability range just to make it properly synergize with his 3 and 4 is questionable. This makes it a really clunky ability to use. The second change is a little more significant - allow his multiple instances of Hallowed Ground to stack their duration and effects (currently it just procs 4 different sets of effects every time). It could be with diminishing returns, it could be directly additive. If your base duration is 25 seconds, it could be directly multiple by 4 if you've casted it 4 times, or it could go up at a ratio, such at 25, 37.5, 43.75, and ~47 seconds, which was effectively the duration being halved each time and added to the previous duration. Naturally, this also makes it easier to keep track of on a timer.

    This solved a few issues with Oberon, in my opinion. A longer duration would allow him to be taken into missions as someone who holds objectives better, more people would see him as a viable DPS (but still not reaching the same level as the current top-tier frames), and it would let him track his duration easier. I don't really feel I need to explain the whole 'make his Hallowed Ground into a full circle by default' thing. I haven't spoken to anyone who really opposed that other than for the sake of being a contrarian. It didn't really make much sense, because it was clunky when used alongside his 4 and 3, both of which require their targets to be on the ground to get their full effects, and both of which are a full circle, unlike Hallowed Ground by default.

    His 3 - It's already great in its own right, so I don't want to touch on it too much. After all, other than, maybe, his 4's ability to permanently strip armor, this is what most people would think about bringing him for into their squads. Don't want to imbalance it only to get it nerfed. My only gripe with his 3 is that it has a base 'radius', but the entire reason for this range is to initially get his healing on targets. Past that, the range of his healing is global. I want to do something with this range that also promotes the synergy with all the radiation he triggers, which is something he otherwise doesn't have - enemies inside his 3's radius whom are afflicted with radiation give Oberon and his allies bonus stats of some kind when the enemy attacks one of their own allies. My ideas were that an afflicted enemy transfers are portion of its damage to their allies as temporary armor or health regen to Oberon and his allies. This could be some miniscule amount based on percentages, or it could be a flat value that stacks.

    What this does is give a reason for his 3's base range, and it gives him a reward for going into the fray as the pseudo-tank he tries to be, in the form of actually making him (and his allies) tankier. It allows you to create new styles of play with Oberon, where your goal, above all else, is to put radiation on a bunch of enemies, strip their armor, and then transfer the damage they deal to their armorless friends as defensive stats for your allies. It can create a form of cultivation, where Oberon finds groups of enemies away from his party to give him energy via rage, and to keep some select enemies alive to keep the rest of his party alive, wherever they are.

    His 4 - like I said in the beginning, I don't plan to touch it. I love what it does, I love the armor stripping, the base CC from its knockdown, the blind generally goes unnoticed, but overall I think it's a solid 4 that isn't just 'kill everything in the immediate radius'. Early on it does have that role (but, honestly, I find Hallowed Ground fills the 'kill everything in an area' role better for him at early levels), but later on it gives any team scaling into endgame with permanent armor removal in only one or two casts, depending on build.

    Anyway, with all said and done, thanks for reading. I'll leave a TL;DR here just to summarize the main points I was trying to get across, past any babbling and explanations I might have given.

    TL;DR -

    Rework his 1, make it more consistent, give it some form of light scaling (right now it's percentage based, but percentage based damage is worthless against anything with real armor)

    Let his 2 gain benefits from being stacked, such as stacking its duration (either additive or with diminishing returns) and making it easier to consistently keep afloat while focusing on other duties. Also, make it a full circle by default as it's not consistent with his other skills that are a full circle and give bonuses for being on Hallowed Ground.

    Give his 3 a reason for its base range and some form of further scaling. Enemies inside the radius whom are afflicted with radiation give stats to allies with Renewal/Iron Renewal when that radiation causes enemies to hurt their friends.

  3. I've got over 100% crit chance on my kubrow (shown here: https://puu.sh/yvVdg/a02cdbaa4f.jpg) - I've got both a Helminth Charger and a Huras, and I've tested both. I'm running all the DPS-focused mods.

    Until now, everyone assumed kubrows randomly oneshotting enemies was due to them critting with the ~43% chance (with maxed Bite), which deals 10x damage. A lot of people also assumed that their dash attacks were ignoring armor or dealing finisher damage, which is where most of the oneshot 'presumed' crits came from. However, we also didn't have the ability to guarantee our kubrow could crit until now with the release of Hunter Synergy, nor could we view the numbers they were showing. We never knew whether their dash dealing a flat '160' damage meant they were always dealing that damage, or if they were still having some form of RNG on it.

    Regardless of whether you dash or just let them attack, however, sometimes your kubrow will barely tickle them, sometimes they'll delete the enemy's entire healthbar. It doesn't matter if they're using their dash or their swipes, Things like headshots wouldn't explain them, as going from 10% of a healthbar to 100% is a better multiplier than what snipers receive.

    So long as you can reach over 100% crit on your kubrow (~175 - 180% crit on your primary weapon + Hunter Synergy + maxed Bite) you can test this at your leisure; I've yet to talk to a single person that didn't have the same issue. However, even if you don't have 100% crit, your kubrow will still do the exact same thing and practically have the exact same damage. It's just that having 100% crit rules out one of the reasons for this issue.

  4. I was wondering if anyone had some in depth information on the following subject -

    My kubrow has 106% crit chance with the crit synergy mod (shown here: https://puu.sh/yvVdg/a02cdbaa4f.jpg) - I've got both a Helminth Charger and a Huras, and I've tested both. I'm running all the DPS-focused mods.

    At this point, it's safe to say that a number of people are aware that kubrows can hit very hard. I always assumed it was because of the 43% base crit chance they have, when combined with Bite, combined with the fact their dash attacks seemingly pierce armor or deal finisher damage, as they do way more damage than their normal attacks against some heavily armored, high-level enemies. It felt as though when they crit, they slaughter things level 120+ enemies due to the 9.6x crit multiplier and (potentially) armor-ignoring damage, and when they didn't crit, they barely tickled it.

    However, upon reaching over 100% crit chance, I've gone out of my way to do some testing, and I found that the amount of damage they do is incredibly.. varied. Ignoring dash damage, which seems to be subject to this as well, I tested both kubrows' standard attack damage. On level ~100 enemies, sometimes they might do 10% of the enemy's health, but sometimes those same attacks might do up to 50 - 60% with blatantly no visible reason. I took into account that my kubrow has a 6% chance to land orange crits, but this issue was the case even back when he wasn't at 100% crit, and seemingly did the same damage at that point, regardless of the fact he's apparently critting 100% of the time now. Now, factoring in dash attacks, the exact same issue is the case. Sometimes it'll obliterate the enemy regardless of who they are, but sometimes he'll barely scratch them, all despite the fact he's apparently critting every single time he attacks now, which was always 'assumed' to be the key difference between a kubrow's dash killing someone instantly or not.

    So, the main question I'm asking of people potentially more knowledgeable than myself is this - do kubrows have some incredibly heavy RNG involved with their damage even ignoring their crit chance? Could it be that their damage is bugged? Or is there something else entirely I'm overlooking? Because, given that their dash says it deals '160' damage (pre-modifiers), I was under the assumption it would be a consistent amount of damage, and thus this level of variation wouldn't be present, but this honestly leaves me stumped.

  5. Still a thing. Oddly enough, I was just in a mission with three pets - two Helminths and a Kavat. My Helminth and the Kavat couldn't cross openings, but another person's Helminth, whom was far, far larger than mine, could sometimes go through gaps seemingly without issue (and other times got stuck). While I don't know the exact origin other than the fact it came with this recent update, maybe it also involves the size of the companion?

  6. If you don't have all three weapons equipped and are at risk of getting captured by the Harvester, for the love of god, just abort the mission. You're unable to access your frame, the mission crashed the game on attempt, and the slots that did have weapons are unusable.

  7. I already addressed this before you even said it yet you say it in response to my anticipation of you saying it. LOL. People complained about AoE spam before Nova and people complained about the nerfs afterwards. The fact is that people enjoy spamming AoE. They enjoy Mprime and it's not fair to them to take it away from them especially after having spent money on it.

    So, if you want something, go ask DE to make it for you. But, stay the hell away from my fun. It bears repeating, all these damn nerfs you ppl are asking for are not fair to the people that enjoy them, especially after spending money. So get creative and ask DE for some mission that solve your problems. Let's put your ideas to the test and see if people prefer them given the choice.

    I also enjoy joining an ODD, sitting on a ledge in range of xp, and afking for 30 minutes, pretending to do stuff every so often.

    Doesn't mean it's right, or fair to anyone else, just because it's fun for you. Saying that you want to keep your fun, while ruining others, is probably the worst point to base your argument on.

    fyi, I don't actually care about Nova's aoes. In-fact, I like them, just because I don't have to try as hard when I'm doing repetitive grinding for xp, etc. Just pointing out a flawed argument.

  8. That even after melee 2.0 comes out, guns will still be the most viable option. The combos will probably look fun, but in the end, it'll still basically be asthetics, because regardless of how much damage you deal, even if they give it some ridiculously insane spike of damage for doing proper combos, guns are still safer, will deal more damage, and the only drawback will be ammo, which is pretty easily circumvented.

     

    I limit myself to not using guns, because it's actually somewhat fun that way, but I know it'll probably the stay that way even after it's released. I have hope for the supposed gun-resistant enemies, though, that gives at-least some reason for using this playstyle, and playing like a traditional ninja, or attempting to.

  9. What Im getting at is if you want to be a good player, you will see that those abilities that make warframes invincible for a short time are CRUCIAL to the game. Without them, you wouldnt have very good DPS players, tank players, or healers. Everybody would just be MEH and resort to using "OP" weapons and stuff that you buy and not learn to use.

     

    Everyone already does use practically nothing but the OP/auto-win weapons and frames. It's why pretty much every game has Rhino Prime, Ember, Nova. Somas for days. Recently, Boltor Prime is making an appearance.

  10. Have Iron Skin make you slower. Done.

     

    He can keep his normal sprint speed (ie 1.0 + Vanguard), but that's only to get into battle. Then, when he enters battle, he pops his Iron Skin, gets his speed reduction. If the battle ends before Iron Skin is gone, you're slow; your fault for not judging the situation correctly. Did you go too balls-deep, and you're too slow to escape, and died? Judge the situation better. Or, you could keep your speed and take damage (albeit, it still annoys me that he's the same speed as a Frame he's far tankier than innately, but it's a work-around.)

     

    There needs to be drawbacks. You can't have a Frame who is a jack of all trades; master of everything. At the same time, though, I don't feel that removing Iron Skin would be the greatest move, since it is probably one of the main things that define Rhino. His speed, however, shouldn't be.

  11. This just in: This is a free-to-play PvE game; if you don't like that SOMEONE has a warframe that's as fast as your fancy Nova(assuming they've done an uncommon alert mission or paid money for it) because they went through void missions and farmed for it for god knows how long, HERE'S AN IDEA: just play SOLO missions. Or just play the "can't beat 'em, join 'em" card and go get your own.

    (Although I do agree Ember Prime needs something, srsly.)

     

    This is literally the worst argument you could come up with. But, whatever, if you want to remain ignorant, and act like a free-to-play game doesn't need to balance, you'll be the one crying in the end when it does get balanced. Maybe you're slow, as Rhino should be, but when you think it's okay for something to be #1 in pretty much ever category, all I can do is laugh. You're probably also the kind of person who thinks Soma is fine the way it is, right?

     

    Boo-hoo. You spent a ton of plat on Rhino Prime, because you couldn't bother to farm it yourself (or else you wouldn't be talking about other farming their own). Has to be the be-all and end-all, right?

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