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Kinperor

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Posts posted by Kinperor

  1. Description: 

    5 times out of 5, the coildrive that is spawned for Orb Vallis bounties will get stuck somewhere before reaching the trap. Even when getting close to the trap, the coildrive will perform a 180 and drive away. 

    Severity:

    S, progression stopper. 

    Player path:

    Unavoidable.

    Version:

    26.1.1 

    Repro: 

    1. Launch the game.
    2. Go to either Fortuna or Orb Vallis.
    3. Start a bounty with a coildrive ambush mission.
    4. Activate the trap. 

    Actual results:

    Coildrives will drive wildly and get stuck on all matter of places. If a coildrive somehow reaches the trap, it will perform a 180, start the mission's timer; if the timer reaches 0, it will remain at 0, the player will receive no rewards nor progress. 

    Expected results:

    Coildrive spawned for the ambush missions reach the trap set by the player. When they spring the trap, the defense mission begins. 

    Attachement:

    • Like 2
  2. I'm not sure if it's the sort of question you want, but I have always wondered what was the most exclusive Syandana? I think that it's either Uru Prime, the Login Syandana or Tennocon 2016. 

     

    Also, I had a hard time testing whether Titania's lantern augment applies to Zenistar's disk, since enemies float away. Is that something you can check easily with dev tools? 

     

     

  3. Speaking as a long time enthusiast of Chroma and Warframe, it is my opinion that Chroma's kit can currently be balanced with minor tweaks, but is not yet properly balanced.

     

    Based on the huge amount of time I spent playing Chroma, I would say that his biggest attraction is the huge damage and tanking potential. The tweaks that are proposed for this Warframe balance audit are interesting, but I think there is room for more changes.

     

    1. Spectral Scream was never the source of damage on Chroma's kit, at best I used it to clear smaller mobs like Latchers, Ratel or Maggots. Presuming the objective is to make Spectral Scream a viable and enjoyable ability, I believe mobility buffs is not the only thing it needs. Vex buffs is a step in the right direction, consider however that too much interdependence in kits is not necessarily popular (think for instance Saryn's rework's reception). I believe that, as a short-ranged sustained damage, Spectral Scream has room in it's power budget for more. I recommend that you take a look at Kaijus like Original Godzilla, Godzilla 2014 and Midir from Dark Souls 3's Ringed City dlc. These three Kaijus share in common a build-up on their breath attack, with Midir's conversion from fire breath to dark breath being the most visually obvious. Based on this vision of fire breath, but also on other mechanics already in game, I recommend that Chroma gets a combo build up from his Spectral Scream. Other abilities like Landslide and Ripline already have a combo system, and of course melee weapons have a specific combo meter that worked marvelously to make them relevant. This way, Chroma can focus fire on one or a few enemies and burn them to cinder, as is proper for a dragon, but the breath is balanced in such a way that it isn't an instant nuke across many rooms or skirmish.
    2. Ward is fine at the moment. The only thing I can think of is that Effigy should rightfully share the buff, and that companions should get the full health benefit that allies get upon first receiving the fire Ward.
    3. I believe Vex armor should be consistent in how it is applied. Why only Spectral Scream and not Effigy? Otherwise, playing Harrow made me painfully aware that you cannot recast Chroma's ability. I think it would be an improvement for the Chroma experience if it was possible to recast Vex armor (and Ward, for that matter), even if it would reset the value. As stated above, this isn't a new concept, Gara and Harrow already have such a possibility in their kit' I believe that Chroma can obtain the same system without breaking the game.
    4. Effigy is a fairly well balanced ability, in my opinion. My one complaint: the range for credits pick is so tiny, that even enemies killed by the Effigy are not necessarily in range for the the greed buff. I recommend one of two thing: make Effigy automatically collect credits from enemies it kills OR make the greed buff work for a few seconds after leaving the range of the Effigy, only long enough to collect credits in the immediate vicinity.

     

    That is all. As a Chroma enthusiast, I hope you consider propping him just a little bit. If anything, such QoL adjustments would be able to fill the void left by the disgusting amount of overkill he had previously.

  4. Speaking as an aspiring designer, a long time enthusiast of Warframe, and other competitive games like League of Legends, it is my opinion that Volt's current kit doesn't properly fit his supposed identity as a damage caster frame. 

    This opinion is based on: 

    1. An analysis of his kit.
    2. Personal experience.
    3. Developer's public statement.
    4. An overview of the Warframe Builder website. 

    1. Kit analysis.

    Volt's kit presents two abilities that are dedicated to ability damage, and two abilities that support damage output from his equipment: 

    Speed boosts his melee damage output by increasing the attack speed of Volt and his ally. At it's root, it is an ability that brings a lot of utility for what should be an offensive frame. I would even argue that it serves as pretend CC. Consider that normal CC usually increase the difference in mobility between you and the enemy by slowing down the enemy. With speed, the same effect is applied (increased difference in mobility) but by accelerating the player instead of slowing down the enemy.

    Shield is a support ability that increases survival of allies and increase damage output of firearms. 

    I do not personally feel that his passive is practical enough to contribute to my enjoyment of the warframe. 

    Based purely on his kit's description, Volt harbors a lot of utility. It isn't an inherently bad thing, however it isn't in congruence with his identity (an offensive frame). 

    2. Personal experience.

    Volt's damage seems to fall off in the neighborhood of level 30-40, which is the high end of the starchart in general. Depending on the enemy, it could be earlier than that (the infested and Corpus shuts down AOE abilities really hard). 

    If you would look at this video evidence of me using Volt's first ability, you would understand that I'm more inclined to use Volt's ability as crowd control. I toyed around with builds, and this isn't most optimal for damage. But, to me as a player, it felt much more productive to just shoot them while they're twitching.  

    Same thing with Discharge: when I use it, I enjoy the CC much more than the damage. 

    So speaking as a veteran who does a fair amount of mission past level 40, using Volt as a damage frame is not practical or enjoyable. I also believe that Volt's kit suffers from its accessibility: by having the ability be so much easier to aim than many other frames, it is not reasonable balance-wise to give him too much damage. This low skillfloor, low skillceiling means that a player doesn't have a lot of option to become a better Volt player in general, and his performance stagnates way past the early stage of the game. 

    3. Developer public statement.

    This post happens to quote the other update to Volt that stated that the designer couldn't ship the uncapped damage of Volt, because uncapping the ability turned it into a godly crowd control ability. 

    What this indicates to me is that, the current iteration of Volt's ultimate is more optimal for crowd control than damage. As long as it is the case, the balance of this ability will be a lot more finicky than other comparable abilities: to make it a damage ability, you have to work against he CC-oriented nature of the ability.  

    4. Warframe builder website.

    Warframe builder is a popular resources for players to create and share builds. 

    In Volt's case, an analysis of his top 6 most popular build showed to me that 4 out of the top 6 builds were dedicated to one of Volt's non-damage ability, 3 for the second ability and 1 for the third.

    This indicates to me that Volt is used mostly as a support frame, which is contradictory with his stated identity as a damage frame. 

    ------

    My opinion for future changes to Volt is that we need to dig in deeper and change the foundation of his kit. Looking at his low skill floor (in the gif above, I easily CC Grineer that are off screen and eventually kill them after a lot of time), the ease with which he can apply CC (his abilities are not hard to aim) and at the proportion of support abilities to damage abilities in his kit, Volt doesn't strike me as a damage dealer.

    My suggestions:

    • Look at the stats that make Melee and Firearm stand out in term of damage, compared to abilities. The former has the combo system, the latter has multishot. In the time before the combo implementation for melee, this class of weapon was blown out of the water completely by firearms, no contest. Combo was added to give melee a chance to compete with multishot, and now they are just as viable, if not more, than firearms. Abilities inherently have no stats to level the damage difference. If you are to make Volt the caster frame by excellence, consider giving him a similar mechanic, a new passive that recasts a previous abilities on ability usage. Tweak the details as needed, but give Volt a shot at playing with the chart toppers of damage (IE, actual weapons). 
    • Change his ult and first ability. As is, they are AOE burst-sustained damage, that applies crowd control as well. Taking League of Legends as an example, overloaded kits are never a good thing balance-wise (see: old Jarvan IV, Ornn's unstoppable, old Sion). The character's power budget is spread too thin on many little things rather than giving him clear strength and drawbacks. I recommend adding a more precise aiming aspect to the first ability. On the ultimate, the changes required varies on what you do with the rest of the kit. We saw with old Rhino that having two abilities for the exact same thing (ground pound and Rhino Stomp) was not conducive to a quality kit. I recommend one of the following:
      • An exalted caster state, upon activation he has a small AOE burst of damage, and for a duration his other abilities are exalted to god-of-thunder tier. 
      • A burst of AOE damage centered on Volt that leech shields and empowers his next few casts.
    • Remove one of his support ability. As an exterior observer to Volt's case, I am aware that his Speed is very popular and his Shield is practical. While removing Speed might be the least popular option, I believe that the removal of Coptering has shown that removing 'meme' mechanics can sometimes lead to a better game experience. I recommend that his mobility be limited to himself and that the power budget that was spent on giving his team a buff to mobility and melee attack speed (two buffs that are not in congruence with Volt's identity) be re-budgeted elsewhere. I recommend the following, assuming the implementation of the passive I recommended above: 
      • Give the second ability a press/hold mechanic: on hold, Volt applies a mark on his location. On press, Volt teleports to the farthest of these two options: the most recent ground-zero of his first ability OR his mark. 

     

    I would like to reiterate: Volt's kit is not inherently bad. What I want to address is the difference between how Volt is described (damage frame) and how I have experienced him (a frame whose contribution past a certain level range is limited to CC and buffs). 

     

    I do not feel entirely satisfied with Chroma's changes either, but that will be the subject of another post. 

    • Like 1
  5. The standing/reward question for fishing and mining can cause confusion; I think the standing gains for ores and gems are a complete joke, but the ores/gems rewarded for mining is decent. 

     

    I feel like bounties are sort of fair, but the grinding that is required for them kills any sense of game-play variety that the plains might create. It doesn't take THAT long to realize there's a bit under 10 different mission types in the plain, and the constant playing of bounties makes this painfully obvious. 

  6. If I want a good and proper "one-shot" Zaw, should I favor Vargeet II Ruhang (+7 crit chance - 9 damage) or Vargeet Ruhang II (+ 9 damage - 7 crit chance)?


    I have Primed Heavy Trauma, Pressure Point, if it changes anything. I thought I had some prime mods for critical chance, but I was probably thinking of secondary mods.


    I want to precise: I already have tons of weapon with burst damage. I want a Zaw with these specifications.

  7. 40 minutes ago, GC13 said:

    On one hand I say good on you: people opening sixteen streams and not watching any of them is obviously not what this event is all about.

    No fam, that was a great event for DE, the large amount of viewership on Twitch gave Warframe a lot of visibility. 

  8. Since last stream was less QA and more demo'ing, I'll take my chance and repost my post-Tennocon questions. Cheers guys!

     

    Question for Steve: We talked about a ‘constellation’ sigil that would be dynamic and change appearance based on the forma invested in the player’s equipment. Is that something you would like to implement in the game at some point?

    Question for Rebecca: I have sent you the recipe for these cakes I baked you, I have received no confirmation from your side. I assume you were very busy lately, but I was wondering if you did receive it. I’m hoping I didn’t get the email address wrong.

    Question: Will syndicates offer parts for the modular weapon system? That way we can create some unholy Sancti-Rakta-Synoid abomination?

  9. Hello!

     

    Considering that this devstream is pretty likely to be a follow up on Tennocon, I have questions on stuff that I discussed with devs on Tennocon:

     

    Question for Steve: We talked about a ‘constellation’ sigil that would be dynamic and change appearance based on the forma invested in the player’s equipment. Is that something you would like to implement in the game at some point?

     

    Question for Rebecca: I have sent you the recipe for these cakes I baked you, I have received no confirmation from your side. I assume you were very busy lately, but I was wondering if you did receive it. I’m hoping I didn’t get the email address wrong.

     

    Question for anyone: Will syndicates offer parts for the modular weapon system? That way we can create some unholy Sancti-Rakta-Synoid abomination?

  10. 4 minutes ago, Latiac said:

    I think Operators are in a fine place, you don't NEED to use them, but you have an option too, same with Focus schools.

     

    The day this changes is the day many people will turn their backs on the game, people don't like being forced into things. at all.

     

    Do they need some buffs? Sure I can see why they would, but should we buff them to the point of being able to survive on their own? Nope, Warframes need to be relevant in a game called Warframe, these guys don't wear armour remember, it only makes sense for them to be on the weaker side of things.

    Read the thread please, this is not a buff to their survival or combat prowess.

    2 minutes ago, Licitaqua said:

    coaction drift buttons dont work the same way as jv/lor buttons, it does work there, those buttons can also be used by spectres where the raid buttons cant

    Right.

  11. 5 minutes ago, Licitaqua said:

    because chroma effigy wont count for the buttons, operator counts as a warframe and so does your warframe. whereas saryn molt loki double and chroma effigy wont count as warframes for it. trust me if it worked like that i wouldnt have even posted <3

    Uh, it's odd because I distinctly remember using Effigy and specters to complete the coaction drift challenge.

    Well, today I learned that Trials can be completed with less than 8 players.

  12. 34 minutes ago, Darkvramp said:

    operators as they stand now are hot garbage and require buffs and tweaks and a focus system to support them.

    I tried to be a bit more constructive than that.

     

    17 minutes ago, Licitaqua said:

    meh i can tell you in raids i use operators almost every time. they mihgt not have much relevence in many missions but its very helpful to use them in LoR or JV. with an operator you can go through the doors in phase one of lor solo, or you can manage to solo the first two nerves in jv without assistance. even going so far as to allow the 3rd nerve to be taken with 2 people, which before it took at least 3 to do it right

    Why not just take Chroma at this point tho?

    Although it's nice to know that they can be used this way.

    9 minutes ago, Prany said:

    NOOOOOOOO, Kin, buddy, bro, dude, don't speak of unmentionable, of undesirable! I dream of day when devs will forget about little retard mode so hard that stinkin nozlepuffers will be erased from existance. And you talking about these twatfuffer wanabees is reminding devs of their existance. At this rate we'll never get rid of these... these underage pornhub subscribers.

    Please let them die! Please make this nightmare end!

    Har har har, I'm raising leukemia awareness and I can't be stopped.

  13. Hello there,

     

    I like the operator and my only real complaint is that it is only relevant in Kuva flood. I concede that there is a learning curve with the operator and it is fairly weak, but it brings some dynamism into the game that gets more fluid the more you get used to it (which is the way that most mechanics should work).

     

    The operator’s issues boil down to having its power be a watered down version of many other Warframes abilities. For this reason, buffing the operator directly is a tricky ordeal, because if it starts performing better than the original abilities, it would reduce the appeal of the warframes, with said abilities being available to all frames.

     

    Regardless of this balance issue, I feel I have found a decent addition to increase the usability of the operator without breaking game balance.

     

    Let’s make it possible to activate operator mode even when the player is CC’d or lost control.

     

    Basically, this means that:

     

    • The player can get into operator mode during a knock down to knock down and/or escape the enemy responsible.

    • During non-interruptible animations, like capturing a target, the player can crawl out into operator mode and defend his Warframe to the best of its capabilities.

    • During ability casts or channels, the player can exit and take actions or reposition.

     

    The Warframes would complete all actions as though it was still in control before shutting down as it currently does when activating operator mode. For instance, the warframe would finish getting up, complete the disintegration-capture or run out of energy before standing up and assuming the statue position.

     

    This would be a sensible way to involve the operator in more gameplay without buffing his abilities to godhood, and without waiting for a full rework of the system. As is, the operator already has enough drawbacks to its use that such a mechanic could not easily be abused. Additionally, instead of shifting a massive amount of power budget to the operator to make it a stand-alone pseudo-Warframe, this promotes a duality gameplay between normal gameplay and operator gameplay. They both have different moment of power and would both be used dynamically instead of what we are seeing with weapons; typically, only one weapon will be used through out a mission instead of seeing a constant juggling between weapons.

     

    Thanks for reading. By all mean, comment and/or critic in a courteous fashion.

     

    Have a great one.

     

     

  14. 20 hours ago, Hypernaut1 said:

    Wow, someone else that thought Oberons old passive was cool! 

    I actually liked the old passive and I felt it gave him a nice quirk. It came in handy more than this new buff that I barely notice. Oh well, the community was obsessed about the passive being a buff and DE gave in.

    I know it only worked on grineer, but I fight grineer a lot (about as often as corpus, more than infested). It was nice to have a buffer against those darn cats, and have then help me out. If anything, they should've let him keep both passives. It's still a familiar passive.

     

    Personally I have always thought that Inaros and Nidus set a new standard with passives.

    IMO it should be 2 passives, one thematic and one statistical.

    For instance, Inaros has his sarcophagus and no shield with a huge base pool of health.

    Oberon could have something like his old passive and a shared scaling between armor and power strength.

  15. 15 minutes ago, MarrikBroom said:

    We're going to have to agree to disagree then because as is Renewal's upkeep costs mean you either have to play masochist, which means eventually you WILL get one shot, while avoiding using your other abilities, or use it as burst armor/heal and focus on your other skills. And armor strip that gets worse with each cast isn't worthwhile at all especially given reckoning's costs. Neither change I propose would suddenly turn oberon into some kind of OP monster. Just streamlining, plus 'oh hey his thing now drops health orbs' as you proposed, would be very worthwhile. After all I can cast reckoning, then either shoot things, or cast smite, or whatever and suddenly nekros isn't a health orb bot and can instead focus on other things.

     

    We don't even have to agree to disagree... If you read my posts you'd notice that I said:

    • Renewal drain could be lower.
    • That Reckoning's main use isn't for damage.
    • Hallowed Ground's energy cost is prohibitive for combos.
    • Reckoning should drop health orbs.

    We're saying more or less the same thing here...

  16. 43 minutes ago, MarrikBroom said:

    I'm going to disagree with you on 'enjoying the buildup for renewal.' As in I am very much not a fan of the forced dependence Renewal/Reckoning has on hallowed ground. It feels clunky and forced rather than the natural flow abilities have with eachother that nidus, limbo, octavia, and harrow's preview have shown.

     

    I could only agree if Iron Renewal didn't have the potential of lasting indefinitely and Reckoning had only damage in it's kit.

    As is, odds are very good that Iron Renewal will only ever be cast once or twice per endless. Reckoning shines because of it's CC, not because of it's damage.

    I also did not find anything to feel "clunky" the kit, never mind that people abuse that term like there's no tomorrow.

  17. Hello all,

     

    After toying around with the Oberon rework, I felt like chiming in on the discussion around the balance of this frame that I have owned and played for three days after its release.

     

    Abilities feedback

    Oberon pre-rework

     

    As someone who thought of himself as an Oberon main, I would like to start by stating what turned me off Oberon for a small amount of time:

     

    1. Smite: I have no complaint on this skill whatsoever. If I were to change anything, it would be to add a SFX particle with weight and girth on the knockdown, and I would replace the fairy balls for an AOE knockdown around the target instead.

    2. Hallowed Ground: The previous iteration offered way too little survivability in exchange of the trademark Tenno mobility. The damage output was negligible, the armour buff was too weak to notice and the status immunity didn’t feel relevant.

    3. Renewal: The skill required a very specific balance of power strength and duration to be relevant, and this balance varied based on the enemy level. Without the proper balance of these stats, you either healed way too fast and turned off the skill immediately, or you healed too little to actually be helpful.

    4. Reckoning: The only thing I could reproach to Reckoning is that, as with most AOE nuke ultimate abilities, clicking one button to incapacitate/wipe the enemy horde is not very interactive. That by itself isn’t necessarily bad, after all it is reliable CC and damage.

    • Passive: I liked the previous passive. It wasn’t amazingly good, but it created better moments than a mere stat increase. If I were to nitpick, I would say that the timer on them was superfluous, the beasts were short-lived enough that it didn’t add anything to the game to have them turn back on Oberon a couple of seconds later only to be re-converted. Second nitpick, the conversion wasn’t always reliable, but that was a technical issue.

     

    Overall, 1 and 4 were pretty much the best aspect of Oberon. However, these two abilities did not have enough value to compensate for the negative value of 2 on the kit, and the 3 and passive were very situational.

    Oberon Post-Rework

    Above I outlined why I stopped using Oberon. Now I will address whether the rework did anything for my personal grievance with the frame.

    1.      Smite: Virtually the same, a bit more damage. I don’t use Smite for the damage. However, the ability feels more involved since it rewards the choice of a proper target with extra damage. As it happens, these tank units will probably draw a lot of fire on top of contributing to your damage output, so it’s a win-win.

    2.      Hallowed Ground: The damage wasn’t the main attraction of Hallowed Ground. However, the radiation proc made the ability much more interesting. The new shape has one unexpected drawback: it makes it much harder to cast away from Nullifier, especially during a defence alert that is crawling with them, where all you want is to activate Iron Renewal. Another drawback of Hallowed Ground: It has been rebalanced as a pivotal ability with the same energy cost as a “stand alone” ability. It is my opinion that the energy cost should reflect the fact that this ability will almost never be cast alone.

    2.1.Renewal Interaction: I enjoy the build up a moment from prepping Iron Renewal, especially with the use of an allied Nidus and/or Growing Power. It gives the mobile buff that Hallowed Ground so desperately needed, and it feels more meaningful to “affix” the buff to allies with a spell rather than simply have allies walk over a patch of Hallowed Ground you forgot somewhere.

    2.2.Reckoning Interaction: It feels to me that Iron Renewal is the real attraction of Hallowed Ground, whereas empowered Reckoning drains a lot of energy for its damage output. Considering that Warframe’s spawn rates are slated to prevent spawn-camping, expecting the same Hallowed Ground to be used through out its uptime is an optimistic assumption, so using 150 energy to wipe out a few units isn’t necessarily worth it.

    3.      Renewal: The current Renewal is nearly everything I could want it to be, in its current iteration. The one drawback from the ability is the energy cost scaling per unit healed. Considering that allied NPC, spectres, pets and minions count as units, the current mechanism feels too prohibitive in large teams or otherwise large crowd.

    4.      Reckoning: Functionally the same. Balance is fickle with “damage oriented” abilities, since they are held to the same standards as our weaponry, but with less damage mods and more constraints than firearms. In the end, the radiation bonus is a nice boost to increase Oberon’s killing output.

    ·         Passive: I’m not a huge fan. By and far, the passive is more practical since the buff is applied to pets regardless of enemy units (unlike the previous passive that required animal enemies). However, stats bombs like that don’t add that much to a Warframe’s identity. Practically, what does this mean? This means that when I turned animals against my enemies, I could nudge my teammate and go, “Ha! Look at this S#&amp;&#036;!” and we’d have a good laugh at our enemy’s misfortune, maybe we’d even build a personality or character around the Warframe based on this. We can’t work that “character-building” magic out of a stat-bomb like the pet stat boost, unless it’s utterly broken. TL; DR: Traded game-changing thematic passive for a practical passive.

    Abilities conclusion

    Overall, Oberon has been made more practical to use, since Renewal is now easier to manage.

    The way that Hallowed Ground now gives a buff outside its bound (with the use of Renewal) is satisfying for me.

    Smite and Reckoning virtually hasn’t changed.

    As far as the passive is concerned, I think it is much more practical, like Renewal.

    Overall, Oberon still does what he used to do, but the frame is more enjoyable to use, now that his 2 and 3 bring more to the table. Based on these observations, it feels to me that Oberon still have room in his “power budget” to warrant a couple more buffs. In the next section, I have compiled a few of these suggestions, which I think can improve Oberon in a balanced fashion. These are not vital to Oberon. However, they are tweaks that I wish were part of his kit whenever I bring him out for a spin.

    Changes Suggestions

    Include armour mods in the calculation for the Iron Renewal buff. As a modified Paladin-type Warframe, I think Oberon ought to receive some more scaling from using defensive mods like Steel Fibre, or the Focus buff from Unairu. Seeing how Frost’s Snowglobe received a similar treatment and that both abilities are meant to safeguard allies, I think it would be a fair buff to give Oberon. There would be many ways to implement this, but I think the most sensible one would be to apply the armor percentage of Oberon to the base value of Iron Renewal, independently of Power Strength’s increase on the buff. Think Vitality or Physique:

    ·         Total armor = [Base value * Power Strength] + [Base value * armor modifiers]

     

    Reduce energy costs on Hallowed Ground. As I mentioned above, Hallowed Ground has gone from a stand-alone spell to a synergy spell, but its energy cost was unchanged. Lowering the cost by 10 or 15 energy would increase the viability of spell-casting builds and making a pivotal ability in his kit more accessible.

    Enabling a combo with Hallowed Reckoning and Hallowed Eruption augments. I think that, of all the augments in the game, HR and HE are the only two augment that could have a viable combination together. As is, HR is considered distinctly of Hallowed Ground, and thus won’t erupt upon being prompted. Implementing such an interaction would increase the burst potential of Oberon, at the cost of two mod slots.

    Cap or reduce the scaling energy drain of Renewal. As many before me have stated, Oberon’s renewal can turn from a reasonable energy drain to an energy siphon if Oberon ever uses his skill in proximity to Spectres, Nekros’ shadows or Nidus’ maggots, since they will all count toward the energy expenditure. In my opinion, the drain should be capped to two “stacks” of energy drain:

    ·         Total energy cost = [base energy drain] + [Oberon Self-Heal] + [Heal for one or more ally]

    This would also be consistent with other healing abilities whose cost does not scale with the number of beneficiaries.

     

    Have a chance to spawn health orbs from Reckoning, even if the enemy did not die. Realistically, Reckoning’s health orb relevance relies on Health Conversion (for end-game players). 50% chance of receiving 25 health will never compete with Renewal’s sustained or burst heal, and the best it can hope to do is to mitigate small damage from enemies that accumulates over time. As the game is currently, there is a good chance that if enemies deal enough damage to warrant the use of Health Conversion, they might very well resist Reckoning as well. Making the orbs drop from health enemies would open build variety by making Health Conversion a viable choice.

  18. 9 minutes ago, Irmdall-EGT- said:

    really? :(

    and you cannot make it happen that you buy the full day ticket and get it even if you can make it to that day?

    Promo codes are given physically at the entrance of the con, so no.

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