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Kinperor

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Posts posted by Kinperor

  1. I'd be curious to hear Steve's opinion on how most events ends in a partial victory for the Tenno.

    For instance:

    • Despite our constant retaliation against the Fomorians, they keep coming back like cockroach.
    • Players can encounter bosses multiple time without ever dealing an actual death blow. (See Alad, Vor, Vay Hek)
    • Some events in the past were focused on preventing new enemies to become common place (most notably the Fusion MOA) and invariably they become common place.

    I understand the reason for it, but the fact remain Tenno hardly ever get total victories, there's always a "but" somewhere.

  2. Looks nice enough. On the whole, the silhouette looks like something that would belong to the Grineer, but if I had to push the design more in their territory, I'd make the details inspired from illness as much as possible. Grineer have very crude, bulbous technology, barely a couple of notch above steam punk. 

    The shading needs a bit of work but decent all around, keep at it.

  3. 1 hour ago, WindBlade said:

    reading through this... if I was to add punchtrough to sanctio tigris, would it be better for pure punchthrough, or the punchtrough/reload mod? (already have the pure reload mod)

    I've used both the pure punch through and the nightmare one thoroughly, I see no reason whatsoever to favor the pure one. Use all the reload mods you can to make your life easier too, the damage will still be stellar.

  4. Honestly I think Tigris is the best designed weapon in the game.

    The duplex mechanism: It opens up a new breed of weapon affinity that no other weapon has. With an average garden variety assault rifle, you can take all your time to aim between kills, the magazine is much more forgiving before you have to reload.

    With the Tigris, you must do the most out of two shells before the inevitable reload. Holding the button is easy to retain the second shell, but the Tigris offers a new challenge in that, the faster you release that second shell, the faster you get to reload and re-engage.

    It's hard to explain, but why I stick to the Tigris is that, even to this day, I look at the weapon and think "Yeah I can improve my skill with it even more". When I started with the Tigris long ago, I took 2-ish seconds before shooting my second shell. Today, I barely hold the second shell at all before releasing and I get ever closer to being able to snap shot two different targets with a single trigger pull.

    I don't know any other weapon that gives me that sort of skill progress.

     

    Manual reload: Reloading is the least engaging aspect of ANY weapons, bare none. It's literally the time where you cannot use the weapon.

    Except with the Tigris (and Vectis). With a reload that is so prevalent, manual reload becomes a very good mean to improve both the uptime of your weapon and the engagement in what is happening before you.

    I feel involved when playing with the Tigris. I have an additional skill to work toward than most weapons (see above), and if I want to reload faster, all I have to do is R myself. I feel I have more control over the weapon, compared to other un-involved reload.

     

    Point blank mayhem: The damage of the Tigris is, of course, a major selling point. But what seal the deal for me is that, again, I can influence an aspect of the weapon.

    With a regular rifle, any damage I deal is the same regardless of distance. That means that as soon as I hit the sweet spot in survival were enemies get a bit tougher, I can't do anything about their performance.

    With the Tigris, I have the option of walking up to them to increase my damage, and pushing the survival gambit a bit farther. Again, I can influence the performance of the weapon.

     

    TL;DR: Mastering the Tigris actually has results over the performance of the weapon. Automatic rifles are all interchangeable in term of usage, comparatively. I actually felt shifts in performance as I grew more attuned to my Tigris. Using Soma after using Grakata, Braton, Gorgon, etc gives me none of that feeling.

    That's why I love mine.

    I would recommend you get a Warframe with a one-handed ability to use with the Tigris. Playing with both Oberon and Tigris had my brain spinning a lot by looking for opportunity to cast a quick ability and keep a constant killing uptime shared between bullets and magic.

     

    PS: I use Tigris' name because I was a Tigris main WAY before Sancti Tigris, which makes me a Tigris hipsters.

  5. 7 hours ago, (PS4)BrutalReaper32 said:

    Does someone from DE knows about this already?

    Only Rebecca has acknowledged it, as far as I know.

    I took the decision that sending just one wee tweet for a 18 page long document was acceptable, and so tweeted to Steve and Scott. I have no idea if they'll read it, but it gives me a better feeling of closure than just hoping they came across it.

  6. 17 hours ago, Tzolkat said:

    I like how much thought you put into this. I hope DE adopts at least some of the kinds of changes you propose, if not the whole thing.

    Thanks!

    11 hours ago, CuChulainnWD said:

    It would be nice if you could dedicate a school to a warframe load out instead of having to manually change it every time between missions and frames.

    As is I use only one school so it wouldn't affect me, but I don't see why not.

  7. 4 hours ago, THEBOX96 said:

    You sure put alot of work into this, and it looks interesting at first glace.

     

    Thanks.

    3 hours ago, Urlan said:

    Interesting ideas, I like the attention put into the suggestion for Vazarin, while some of the effects would still be underwhelming for gameplay, they seem very interesting either way. Some of the ability ideas bleed into other schools' areas of expertise or creative space, is this intended to show overlap of focus thought? Would like to see more growth in this exercise and look forward to reading more later.

    Mhh could you give a specific example?

    I am aware of a few perks that can overlap with other schools of Focus, and it doesn't bother me too much as long as it isn't the entire tree.

     

    3 hours ago, DukeEvil said:

    Just Wow.

    At the moment i only use Zenurik, rarely the others. Sometimes Naramon for solo survivals.

    But here I didnt knew what to take in first place, they all sound OP(and i like when its OP) and fun.

    Good job!

    Thanks, I'm glad you like it.

  8. Greetings,

     

    This thread is indeed about a new concept to expand the Focus system. The said concept spans about 18 pages and can be found here on Google Drive. Be aware, you can use the text's outline as well as the index to navigate more easily, if you are logged in. If you close the Outline, you can re-open it with "Tools -> Outline".  Said concept was written on Google drive: transferring and reading all this text would be a pain in the neck for author and readers alike.

    The concept features completely rewritten skill trees for each paths. You can see them directly in the following links to imgur if you are interested.

    Finally, here is the TL;DR, of course:

    1. Skill progression is changed from single perks unlocking other single perks. Now, new tiers of perks are unlocked, broadening the options for builds.

    2. Introduced generic abilities between casts of main active.

    3. Wrote mostly new trees, with perks that are buffs across the board.
    4. Paths now have a passive component.
    5. Before anyone ask, I am the only author, I use the "we" pronoun for style.

     

    The Project is unlikely to be modified at this point in time, but feel free to comment and give feedback.

    Have a great one.

     

  9. 2 hours ago, SquidTheSid said:

    Some nice changes, but I'd go all in with the changes and go wild. Here are some changes I threw together (hasn't been balanced statistically yet):

     

    Oberon 2.0

     

    Stat Changes:

     

    Armor: 150 → 225

    Power: 100 → 125

     

    Passives:

     

    Oberon has a built-in R5 Rejuvenation for his team.

     

    Abilities:

     

    1). Smite

    • Projectiles now cause an impact proc on top of a puncture proc.

    • Smite can now target patches of Hallowed ground. Doing so will explode the patches of Hallowed Ground, causing them to explode for the remaining damage and proc radiation to those caught in the AoE of the explosion.

    • Smite instantly kills enemies that have 10% of their maximum health or less.

    • Smite can now be held down to target all allies and Oberon himself. Doing so will instantly heal all allies for 250 points of health, while healing 250 more points of health over 5 seconds. Fully healed-allies will be purged of debuffs. Doing this action will cost 50 energy, at base.

    • Manually casting Smite on a downed ally will reset his/her bleedout timer

     

    2). Hallowed Ground

    • Now a one-handed action

    • Armor buff rescaled to 250 armor or a 20% bonus, whichever is higher.

    • Hallowed Ground grants a Quick Thinking effect with 50%/100%/150%/200% efficiency. This bonus stacks additively with Quick Thinking mods.

    • Holding the ability will cause the Hallowed Ground’s shape to be toggled between a radial form and rectangular form.  (Alternatively, it’s a player centered aura around Oberon, and it no longer has the interaction with Smite).

    • New Augment: Hallowed Denial - enemies that enter Hallowed Ground zones will be slowed by an amount equal to their missing health. If the enemy is affected by a Radiation proc, this bonus is doubled.

     

    3). Reckoning

    • Reckoning now costs 75 Energy

    • Places debuff on enemies for 8 seconds. Enemies under this debuff have the kill threshold for Smite doubled, permanently have their base armor reduced by 50, and heal nearby allied Tenno for 25 points of health. Damage of Reckoning is converted to Finisher damage if enemies are on top of Hallowed Ground.

    • Base range increased from 15 meters to 20 meters

    • Hallowed Reckoning zone mechanics now work identically to Hallowed Ground zone mechanics.

    • Hallowed Reckoning zone AoE increased to 4 meters at base.

     

    4). Sanctified Persecution

    • Oberon pulls out an exalted flail and shield.

    • The Flail deals 250 base damage (50% puncture/20% impact/10% slash/ 20%  Radiation) with a 35% base status chance, 10% crit chance/2.0 crit multiplier, and reduces base armor by 10 on each hit  (doubled on enemies affected by Radiation procs)

    • Oberon also pulls out an energy shield on his offhand that’s 4.25 meters high and 6 in length (same as Electric Shield) and blocks all damage while blocking (not immune to AoE blasts).

    • Shots fired through this shield gain +100% additive radiation damage and a 200% critical damage multiplier (similar properties as Volt’s Electric Shield).

    • Oberon can press alternate fire to set down the shield (acts like Volt’s shield), where he’ll pull out a larger 2-handed flail. This flail deals increased damage, has an increased reach, 40% status chance, but has a slower attack speed (armor reduction effect is doubled as well).

    • Combos with the shorter flail will utilize the shield (protecting allies in the process if it incidentally blocks bullets or projectiles), while the larger flail will have heavier and more sweeping attacks that knock back enemies,

     

     

     

    Stats changes seem decent enough.

    Rejuvenation as a passive could work, then again I don't personally like the idea of just recycling an existing mod into a passive.

    My opinion is that Smite needs the least changes, the ability is very solid. With that said, I think your suggested synergy between Hallowed Ground and Smite is pretty appealing. I'm not sure I would just remove the Hallowed Eruption augment for something else, but I think the idea has value.

    I will never acknowledge Quick Thinking as a valid mechanic, I wouldn't want it on Oberon. I have no strong opinion on an alternate casting mode. Your suggested augment mod sounds too much like a rehashed Snowglobe to me. I think it would be more interesting if a new augment would grant Radioactive proc chances based on missing health of enemies.

    I don't like this edit to Reckoning. It tries to do too much different thing without excelling at any of them.

    I hate "Exalted Weapons" ultimates. This would kill Oberon for me. DE can of course do whatever they like, but I think "Exalted Weapons" is their greatest gaffe.

  10. 3 hours ago, Lusie said:

    I'm into this 4 remake, but how about a passive? You mentioned yourself that he's lacking in that area when so many other warframes get one.
    Oberon definitely deserves one but I can't think of one that would fit him and work good across all levels.

    Well I suggested health regen tied to CC'ing enemies, in the OP.

    19 minutes ago, SPARTAN-187.Thanatos said:

    As a Paladin type, I would like to see Oberon be tougher against high level Infested. So, one thing I'd like to see is a Passive that incorporates Toxin Resistance to counter act Tenno's Flesh weakness. In light of Inaros' Undying Passive, a decent boost in one area such as a Toxin Resistance boost of 145% would provide a base increase of 100% against Toxin, assisting Oberon's survivability against Infested. If the Antitoxin mod is taken, that is then an effective resistance of 145% (190 - 45).

    The second aspect of the Passive, I'd like to see a Status Duration Reduction that can stack with Rapid Resilience, so say Oberon would have a 25 to 50% boost, at max rank that stacks to 100 to 125% Status Duration Reduction. Such a boost would help against Slash procs the most, along with rest.

    Could call the passive something like Cleansing Defiance.

    As for abilities, with Smite I would increase the projectile speed, give it the ability to instantly Heal allies (taken from Renewal), and update the visuals so that instead of little orbs, Oberon is projecting iconic Paladin Kite Shields that match ones energy color (It does do impact damage afterall). And so keeping in mind the augment, this raises the utility of casting Smite at higher levels to both confuse the enemy and heal fellow Tenno, and does not need Natural Talent to counter Renewals slow animation.

    For Hallowed Ground, I think reducing the casting cost to 25 would help, not sure what else could be changed for this one.

    Renewal, I would consider replacing with an Aura that radiates from Oberon, increasing Elemental Resistances, keeps the Bleed Out Counter increase and reduces proc duration for allies for sure. It might be possible to also keep the gradual heal effect in place also, but that would need some investigation with how it feels with reducing proc durations and adding Resistances.

    I'm imagining where in trying to reach a downed Tenno and you need to clear some room and that player only has five seconds left, your aura would still be able to extend the bleed out countdown, as Renewal currently does. So at max, it could possibly provide say a base 60% boost against all Elemental Damage, and possibly allow Resistances to scale with Power Strength, it could keep Renewals animation, ideally sped up when casting. I'd consider renaming it to Salvation, since can do more for sustaining Health than what Renewal currently does, when facing higher level enemies.

    For Reckoning, what about rolling the Hallowed Augment into the base ability, losing the Health Orb drops in exchange, and making a new Augment mod that then changes the ability to your suggestion of Fairy Dominion? This way using the augment mod or not can provide for a different playstyle of using Reckoning on Oberon.

    Well, that's what I'd consider for Oberon.

    Mhh, I personally find "elemental resistances" to be boring as all get out for passives. I think the status resistance would be interesting but redundant (2 and 3 are supposed to cleanse status).

    I wouldn't give healing to Smite. As it is I think the skill brings plenty to the table already, and its augment gives a reason to cast it on allies.

    25 energy for Hallowed Ground sounds reasonable, but could be broken with Hallowed Eruption. I'm not sure if that is a problem since the augment requires such a specialized build in the first place.

    I don't have strong feelings toward Renewal, but think Oberon could use a healing ability and Hallowed Ground already grants resistances buffs.

    I wouldn't keep Reckoning as is, for the reasons I wrote above. I think it's better off with a new version that keeps the health orb and can add the Hallowed Augment as well.

  11. 1 hour ago, (XB1)KickassNinja14 said:

    dude i just made a posy stating  my suggestions on an oberon rework. I like yours but one of the reasons oberon annoys be is that he requires too much to be effective(like how you want his ability to require range,duration and strength).I love you idea for an ultimate and the senergy that you created also renewal is a toggle

     

    Ah I did not see your post before making mine.

    I don't think it's necessarily a bad thing to want different stats on a frame, it means the frame can be versatile by its modding, which is a bit of a double-edged sword for balance.

     

    57 minutes ago, MarcusGraves said:

    However I will say that as long as Renewal stays a toggle the power will suck and here's why, as long as those orbs are traveling you're still losing energy w/o even having affected your teammates yet which is disgustingly awful and overprices the power for what it does.

    I want a toggle just so that I don't need to reactivate my 3 all the time to heal damage. I think that needing to stop to cast 3 is really one of the biggest grip I have with Oberon.

  12. Greetings

    As an Oberon connoisseur and ex-main, the mere sight of the new deluxe skins gave me butterflies in my tummy.

     

    However, after the high of novelty faded, anxiety remained. As I said, I consider myself an ex-main, and the reveal of the new skin has brought uncomfortable introspection to me. Oberon was my main, something about him had caused this change: What was it?

     

    With this thread, I wish to give feedback on Oberon and give my recommendations to improve him.

     

    What made me main him? Why not anymore?

     

    I will make everyone here a favor and summarize my thoughts on Oberon, starting with his advantages:

    • Oberon has a high potential for team play. His first augment grants an excellent combination element damage boost, his heal is handy and his ultimate is versatile enough to be modded for Crowd Control.
    • His first skill stands out for being versatile with many applications.
    • Good aesthetic. Purely subjective.
    • Good off-tank stats. It is subjective, but I personally prefer Warframes that can take a beating without being entirely invulnerable (IE Limbo, Valkyr, Kinda-Loki).

     

    What ultimately drove me away from Oberon:

    • His 2 is too static and ultimately has very little value in exchange of the immobility. This weights his kit an awful lot.
    • His 3 has too much stop-and-go: If it's too strong, I'll heal myself to max health and the skill will turn off, requiring a restart. If it's too weak, I might not heal enough to survive at all.
    • Above, we said the 4 was versatile, with options to mod for CC or damage. With this said, The skill remains mechanically shallow, and this makes it too easily comparable to other ultimates. As long as this is the case, Oberon will keep his current niche as an unremarkable "jack of all trade": The versatility appeals mostly to players with a low stable of Warframes, otherwise players will go for the Warframe that can best perform the researched task: IE, Loki for Crowd Control or Ember for wave clearing.
    • He doesn't have a passive (unless I and the Wiki does not know about it).

     

    Our recommendations:

    I suggest the following very basic changes to Oberon's kit:

    • Augmento-wombo-combo: Unless it has changed since my latest tests, Oberon's 2 and 4 augment mods do NOT interact. I believe that allowing Hallowing Eruption to work with the Reckoning augment would improve the value of both augments manifold and increase the build options of Oberon.
    • Passive: Oberon should have one of those. I suggest that Oberon heals a flat amount of health over time when he CC an enemy. The suggestions stems from his paladin-druid origin: Paladin should thrive when overwhelming his enemies, and druids are tied to healings. I am aware that these are not the typical traits of these two DnD classes, but for Oberon it feels like these are the most straightforward.

    I think these changes are unintrusive and the passive would bring Oberon closer to being a regen tank.

    More in depth's change to the kit:

     

    1. Smite: No change by itself, however has a synergy effect with ult rework.
    2. Hallow: Cast magic carpet on the ground (like we have now). Magic carpets grants Oberon and his allies a percentage of Oberon's armor on top of cleansing status effects. Magic carpets grant Oberon a "Magic Carpet" buff: for half the duration of the original carpet, Oberon has the effects even when leaving the carpet. Killing an enemy with channelled melee (when buffed) spawns a new carpet. Enemies are damaged while on the carpet. Levels increases armor sharing, duration, damage. Scales with Power Strength, Armor, Duration and Range.
    3. Renewal: Toggled health regeneration. Damaged allies within range are healed, and increase the healing strength on Oberon. Levels give healing strength and range. Scales with Power Strength, Friendship, Range and Duration. EDIT - For clarity, the orbs are gone and allies need to be within range to be healed.
    4. Fairy Dominion: Target an enemy. All enemies within range of the target are grouped together and suspended by Oberon. Oberon can maintain the enemies suspended as long as he is within range, but is restrained to one-handed action and cannot reload his weapon. Recasting the ability will throw all the enemies toward the crosshair, damaging them and other enemies impacted. Enemies struck by Smite can be drawn in from thrice the base distance. Hallow has doubled effect when using this ability. EDIT - For clarity, no energy is consumed during suspension, the ability lasts as long as the caster can stomach to stay in range and be limited to one hand.

    These changes would hopefully improve the usability of Oberon's kit to make it more mobile, more relevant and distinctive. Allowing Oberon to keep the Hallowed Ground buff even outside the area would alleviate the issue from forcing him down in a position, which isn't a sound strategy in higher level. Additionally, changing the armor bonus to scale off Oberon's armor would make the buff more appealing to the 20-ish frames with lower armor than Oberon.

    Renewal as a toggle is a braindead change to make regen-tanking more practical, as opposed to one that needs to be recasted all the time. With that said, Renewal still suffers from being a heal ability, that will forever be compared to blessing. Hopefully this change is enough to make Trinity just a bit less of the "be all end all" healing frame.

    Fairy Dominion is the same concept as Reckoning, but with a few differences: First, it is centred on another unit, second the suspension lasts much longer than the current dunk, third the dunking is aimed instead of stationary. The first change gives more reach to Oberon, giving the paladin a bigger area of influence as a battlefield-controller. The second change gives a different kind of CC with new drawbacks as well as new applications. Finally, the targeted nature of this new ultimate would allow a more directed use of the Ultimate Augment we currently have, as well as giving Oberon a kickass finisher.

     

    Thank you for reading.

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