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Alusdrann

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Posts posted by Alusdrann

  1. 13 hours ago, (PS4)BigEffinDud said:

    No this is definitely a bug, you didn't read what I said. It is literally not possible for this to be an intended effect. I will run clear across the map - Literally to the opposite end away from everyone, cast Renewal and wait until all particle effects and any durations go away, I wait until the words "Iron Renewal" on the buff icon goes away, THEN I will start playing the mission. At some point one of my teammates will just magically gain the buff, but without the armor. Just the HoT... there is absolutely no way this is the way this power was meant to work. Also, I know it's Equinox's passive. Read up, someone already pointed it out. 

     

    Edit: I just tried it with a 12% duration build, and it still happens. This is without question a bug. 

     

    Yes, I did read what you said. It sounded to me like you had just noticed odd behavior with it gets applied, but hadn't really investigated it fully. I assumed you were referring to the base mechanic of how the skill is intended to work, and suggested it was that, as I have not experienced any bugs resembling what you described. Also, the wiki doesn't say power duration affects it. I simply suggested that information might be incomplete, as I haven't tested it myself to know for sure.

    Also, so I missed that comment someone else made. So what. No need to be hostile.

  2. 13 minutes ago, Chipputer said:

    It stays where you cast it, regardless of when you cast it, and can trigger on anyone who walks through where you placed it down. It's not a result of it expanding. It's a result of a bug. It takes maybe two runs with Oberon's new kit to see this happening and figure it out.

    I've played the new kit for much more than 2 runs, and my experience is not at all what you've described. I've been able to control who gets the buff and who doesn't. I've also had to reapply it for people who ran off and came back later to the point the team was camping, where I had cast it.

    Perhaps it doesn't stay in-place expanding for the duration intended, but it definitely doesn't stay permanently. Or perhaps how long it stays is influenced by power duration. That isn't something I've gone out of my way to test.

  3. 21 hours ago, (PS4)BigEffinDud said:

    How would you guys feel about Oberon's passive being something along the lines of: "Pick up health orbs gain x(leaving that number up to DE) amount of energy... so that way it kind of pacifies both sides of the Oberon fan club...

    That's Equinox's passive, and also available through the mod Equilibrium, not that Obe has much modding space to spare.

    21 hours ago, (PS4)BigEffinDud said:

    has anyone noticed that other players will be well, well out of range of Renewal and then randomly at some point after casting they will end up with the Renewal heal buff? I don't know if that's a bug, but I hurts my selfish play style(kidding, just wanted to point out a potential bug).

    Renewal has an initial range on-cast, and then slowly expands for a duration. As long as it's still on the field and expanding, players and summons can enter the area and gain the buff. What you're seeing is a result of that, not a bug.

    I've been streaming my Oberon in Mot/Sorties if you want to check it out sometime or join me. I've been able to find something that works for me and maybe we can give eachother pointers? Add me in game if you'd like

    So far my build seems OK for how I use him, but I certainly wouldn't mind seeing your playstyle sometime, whether video or otherwise. Most of the things I pointed out  in the post you quoted are minor things that need fixing, though the shape of HG irritates me to no end.

  4. 27 minutes ago, MarrikBroom said:

    OK I did a thing i don't normally do and rush built Oberon Prime.

     

    Am I alone in not having any good idea how to color him?

    I'll be using the same aesthetics that I do with non-prime Obe. The prime skin looks hella weird to me.

    Tried to base mine off of Skyrim's spriggans, but it's really hard to get natural-looking browns and greens on metal. This is what I'm currently settled on. Maybe I'll find better color options later.

    Spoiler

    zEDY2t1.jpg

    Hxy6o6C.jpg

    7D0tdBg.jpg

    Would be nice if at least one of the base captura scenes had decent lighting. Or if there was at least a captura mode in your ship.

  5. Yeah. It's disappointing that DE hasn't addressed the last bit of nudges he clearly needs. The armor and energy buffs on prime are definitely welcomed, if still underwhelming, but...

    • Smite still has issues with P.Strength
    • Reckoning's orb drop is still a gimmick that rarely gets triggered, and is also redundant with Renewal
    • Renewal still costs obscene amounts of energy compared to other channeled skills, with a healing potency that doesn't justify the cost
    • Hallowed Ground is still a bizzare shape
    • The base ranges of his skills are still bad
    • Passive is still trash for the majority of players
    • Hallowed Ground still looks like garbage, and has rendering bugs

     

    It's nice that he's not absolute garbage now, but come on, DE...

  6. 4 minutes ago, FelanGrey said:

    But Smite is the first his ability, it using less energy than any of his other skills and against one goal - it will cause all the damage regardless of the number of spheres. Which is very effective against the bosses. Thats why I think it's ok.

    I don't think you get that it's not OK that more P.Strength dilutes the damage and makes it weaker. That's arguably a bug.

    They could just give each orb a flat 6% damage or so instead of splitting the scaling damage, and it would do basically the same damage at base, while actually benefiting from P.Strength.

    There is no excuse for how it currently functions.

  7. 9 minutes ago, FelanGrey said:

    Have played him after last rework.
    Smite: It's looks ok. Have good range and fair damage and some scaling.

    Hallowed Ground: It's a little confusing. On this ability are base to all synergy for the 3 and 4 abilities.

    It lost % to armor as it has before to give flat armor buff to Renewal when using on it, so to get armor buff you have to use more energy than before and it loose reason to stay on it. Good side is, that armor buff will be applied to allies anytime they step on Hallowed Ground while Renewal is active on them.

    Last rework only changed range of HG and how Iron Renewal is applied. But aside from that nitpick...

    Smite is still needing fixing. More P.Strength makes its scaling weaker beause the fixed-at-35% scaling is split between orbs. More orbs = less damage per orb.

    Hallowed Ground's only reason for allies to stand on it after they get Iron Renewal is that it provides status immunity. Now that range is less of an issue, this is more reasonable to be the only bonus you get. If they made it always a circle and made range mods give 100% of the bonus to radius, I'd be pretty satisfied with it. Aside from the obvious wanting it to look less gross, anyway.

  8. Seems like there's a visual bug where Hallowed Ground isn't visible from certain angles. I noticed it happening most frequently on slopes, especially when moving upwards along them.

    4 minutes ago, SasoDuck said:

    I welcome the changes, but... they're sort of backburner to the biggest thing Mag needs, which is Polarize having scaling damage. Can we look at that, please?

    Tbh I think it'd make sense for Polarize to scale based on how much armor an enemy has. Maybe shields too.

  9. 10 minutes ago, Music4Therapy said:

    Some people will never be happy.

    That is exactly the wrong way to look at it. These are obvious minor loose ends that need tying up, not major suggestions.

    10 minutes ago, Music4Therapy said:

    Also, I'd strongly consider making use of his passive instead of changing it, because a Sahasa Kubrow will help you with your energy problem while simultaneously helping the party.

    See, the thing is that vacuum on literally any sentinel helps overall more than Sahasa Kubrows do, without requiring upkeep. Meanwhile, using Taxon gets you that sweet, sweet, vacuum, while also almost constantly triggering Growing Power, which is now pretty damn important for the synergy effects.

    I'd consider Sahasa, but it pales in comparison in every way except generating more energy. For that, I can just have my party go without Renewal every now and then if my reserves get too low, as Zenurik takes effect. Now that Iron Renewal is less of a huge pain to put on, I'm OK with this.

  10. Okay, got a chance to play him for a while. I still think there's a few things Oberon needs before they can get away with calling him done.

    • Needs a bit more base armor. He's still surprisingly squishy without Iron Renewal, but it's old knowledge that Oberon needs more armor, so nothing new there.
    • Hallowed Ground still needs to be a circle. In areas like hallways I have to turn sideways and face the wall before casting to get the whole area. And in large rooms I just have to suck it up and deal with the fact that there will always be some tiny random piece of ground that's not covered. There's really no good reason for them to keep it as an arc. It's a pointless annoyance.
    • He still needs a worthwhile passive. Or the passive he currently has at least needs to extend to sentinels.
    • Smite needs to lose the scaling split, and just do 5% per orb instead. There's no justifying the way it currently works. It's arguably a bug for Power Strength to make the skill weaker.
  11. Ok, so I wanted to double-check something since it wasn't specified in the hotfix:

    Good news! When Iron Renewal is retroactively applied, the added defense is based on the potency of the Renewal effect (in other words, the power strength Oberon had when Renewal was cast). This means it works very nicely with Provoke and Growing Power. Thank. God.

    Now that I have to stress range slightly less in my build, I've decided to try going with less power strength, which means I have more efficiency which means I'm going to try and drop Rage, so now I should have a slot for Phoenix Renewal. Currently sitting on 115% Duration, 170% Efficiency, 190% Range, 115% Strength + Growing Power. I'm using Taxon sentinel, so as long as there's nearby enemies, Strength is basically always at 140%.

    Means I have to deal with a Pac-Man-shaped-HG, but I may just have to suck it up now, as much as it bothers me.

    Definitely a step in the right direction.

  12. I'd need to try it out firsthand for sure, but my guess is I'll probably have these thoughts:

    • Shadows of the Dead, specifically, shouldn't get targeted by Renewal at all. Nekros can heal them himself. Renewal already costs a lot of energy as it is. For now I guess it's at least nice that Nekros doesn't hard-counter Oberon.
    • Renewal still has significantly higher drain than most channeled abilities. But now I might be able to mod around that better, now that HG doesn't have such abysmal range.
    • HG should still probably be circular. Or at least easier to mod to become circular. There's no good reason to force us to deal with weird pac-man shapes. The synergy skills are circular, so HG should be circular as well.
    • Oberon still needs more armor.
    • Oberon still needs a worthwhile passive.
    • Smite still needs to stop it with the damage splitting business.
    • Hallowed Ground still needs to be more visible.
  13. The changes in the hotfix look good, and I'd need to play around with them a bit to be sure, but I could still see these needing addressing:

    • It's nice that summoned creatures no longer tank Oberon's energy pool, but the update still doesn't address how Renewal has significantly higher drain than most channeled abilities. At least characters like Nekros might not be a hard-counter to Oberon now.
    • HG should still probably be a circle shape at base. Otherwise you end up with some variant of a pac-man shape for no good reason unless you focus range.
  14. 28 minutes ago, MarrikBroom said:

    Edit: What I love is the idea that 'so long as you have renewal going if anyone walks on a hallowed ground patch they automatically get iron renewal. See THAT would be great synergy. Well assuming hallowed ground had an armor mechanic, casting renewal giving iron renewal to anyone on any hallowed ground so long as you have renewal going. Yes please. I mean there is the question on if they suddenly also get renewal along with armor buff, and to be blunt? They should since you paid the cost to put the hallowed ground down.

    I think they're just referring to entering HG if Renewal is already active on them, that it applies Iron Renewal.

    You might like the suggestions I gave a while back. They focused a lot on QoL things like that.
    Links: (Base Changes), (Augment Changes)

     

    As for the type of weapons I use on my Oberon, I currently just use Ack & Brunt for their unique mod as I mentioned. Haven't really decided on a primary and secondary for him since it's hard to say what he'll play like after the rework is called done. Though, I'm curious if I'd be able to use Ferrox's secondary fire on Hallowed Ground to create a Radiation-induced fight-club.

  15. 21 minutes ago, Music4Therapy said:

    1) Regarding the synergies, I used to believe the same as you. They were clunky. However, I began to realize that the abilities do work well independent of each other and making use of the strategies is just a bonus and a decision for you to make.

    2) I use a Phoenix Renewal build. 100% str, 60% dur, 170% eff, 160% rng. Primed Flow, Vitality, Rage, Natural Talent, Phoenix Renewal. Streamline+R3 Fleeting, Stretch, Cunning Drift. Again, have had great success with it.

    3) Nah you can set down HGs in mid air. 100% sure. Limbo is great in mid air, I agree. But Limbo is a god-tier Warframe, arguably the best in the game. There isn't a single situation in this game that a skilled Limbo can't overcome solo, he is an outlier.

    Whether something is "clunky" or not is determined by functional usability. In this case, since HG itself is clunky with the odd shape, small range with nothing keeping targets inside, and standing-on-ground requirement, the synergy becomes clunky as a result.

    If you use HG in midair, you get an error saying it cannot be used midair. Though, come to think of it, the error might only appear if the scanning volume can't find any surfaces in range, which would mean it's only partially usable midair.

    Also, like I said to Hyron, bringing up Limbo in that context was purely from a standpoint of "If you like this feeling, you should try doing it with Limbo. iz nice". It wasn't an argument for or against anything, nor meant to compare to anything.

    19 minutes ago, MarrikBroom said:

    So slight topic shift. How does everyone play oberon? That might help figure out what needs focus.

    I tend to use him not dissimilar from you. Toss a smite at single strong enemies or healers to take off their healer effects with the rad proc, and have them fight nearby weakened enemies from puncture proc. If I have the energy for it, spam Smite on bosses because the damage scaling isn't too bad in that one scenario. Even better if the environment won't cause Smite particles to have issues targeting.

    Hallowed Ground, I mostly use for CC around a focus point like a defense objective, or sometimes more frequently if status procs are common. I also use it with Electromagnetic Shielding sometimes because I can grant damage resistance to my teammates that like being more airborne a little better. Plus ES transfers status procs to me, which I then cure by standing on HG. I also include Guardian Derision from time to time for added team support.

    Renewal I try to keep on at all times, with Iron Renewal as often as possible. Energy becomes an issue pretty easily, even outside of grouping with characters like Nekros. Any HP-only frames generally make it harder to keep up.

    Reckoning is literally just for occasional CC if things are going bad or killing trash mobs in easy missions.

  16. 29 minutes ago, Hyroncore said:

    Why are we all of a sudden bringing Limbo into this? That sod of a frame is only good at support due to the rift mechanic. And that is oft abused in pug teamplay as I have had the misfortune of finding last 3 limbos I encountered. I mentioned Limbo after his rework not in a comparison to oberon for support/utility. I would have to see you in action before I drrew conculsions but what I see here frustrates me because there is absolutely no basis for it.

    There are other warframes in Warframe, you know. I needed an example, and brought Limbo up because he functionally outshines Oberon when supporting a team in a crisis, despite not being a support frame. Also, that "sod of a frame" is only anything because of the rift mechanic because that's what all of his skills revolve around. Just a reminder.

    29 minutes ago, Hyroncore said:

    Again Music and I mentioned airborne mobility in the context of how it affects OBERON not comparing it to another frame and Music didnt speciffy oberon directly if i read his post right he said oberon was one of a few with good air skill usage.

    I have no idea what you're going on about here. I literally said that Limbo airborne skill usage bit was an aside, for people who like being able to do that. It wasn't an argument for or against anything. And yes, he absolutely specified Oberon directly. Go back and reread it.

    29 minutes ago, Hyroncore said:

    The fact you latch so easily onto very irrelevant and easily distorted asides leaves me at a loss and sadly I cant spend more on this thread as the majority of what I have read is the same sadly outside of well and truely rare indepth posts.

    Again, no idea what you're going on about. It's best to avoid personal attacks when debating things.

    29 minutes ago, Hyroncore said:

    EDIT The original point of airborne mobility was regarding RECKONING not HG btw.

    1 hour ago, Music4Therapy said:

    and what is awesome about Oberon is that unlike most frames, he can use every single ability of his in midair which gives him *much* more mobility.

    37 minutes ago, Alusdrann said:

    hate to burst your bubble dude, but Hallowed Ground definitely requires you to be on the ground to cast it.

    It helps to read thoroughly.

    29 minutes ago, Hyroncore said:

    EDIT 2 Just the whole you didnt read my post thing is a bit of a laugh mate please read before you start quote snipping me please,

    I was responding to a WoT that was written, directed at me, under some assumptions about how I play Oberon. So I addressed the premise, and pointed out that I'm aware of that information.

  17. 38 minutes ago, Hyroncore said:

    Renewal is NOT the only reason to bring him to high-end content. His Reckoning can be cast while falling and has saved teammates of mine in MULTIPLE situations. Most used for me is in void on Mot and falling from upper floor down in the rooms with the trees in the center. I can with my current mods Reckoning bomb enough to save a bleedout and in some cases the rekconing allows a HG/Renewal if the team mate is suitably nearby,

    Care to elaborate again I ask you to ELABORATE on how you feel that a skill like HG isnt worthwhile when your playing a team frame not one designed for solo like many others? Curious to see if your upset about this frame being more team oriented then solo because every single thing ive read from you thus far has no grounding in reality.

    Do you realise that HG arcs can clip through some terrain like Galleon walls that if placed correctly can provide radprocs on things way before they see you thus slowing em enough for you or your team to handle that which is already engaged? Or that an Oberon with pstr/prange Equinox can between them lock out all bar the biggest void halls with rad and hardstuns? This frame like many others has had some needed QoL but again I fear you are amongst those who dont grasp that these 1 button builds you claim are the only reliable way are just how you PLAY the frame?

    I want to see smite changed not HG/Renewal nor Reckoning as it is quite honestly the most underwhelming first skill period unless your looking at Hydroid the one frame that needs a rework more then percieved changes to a frame that has been given a definite breath of fresh air after his rework.

    Don't have a rack attack. You seemed to have missed some things in my posts:

    - I don't play him solo. I play him in teams.
    - I primarily play support characters, so Oberon is exactly within my preferred playstyle.
    - I use a range-focused build, to enable use of all of his skills. I can tell you from experience this is not nearly as viable as the 1-button-builds I described. I just find it more fun.
    - I am aware of literally every use case you just described, and can simultaneously tell you from experience that other support frames do these things significantly better and more reliably. Even Limbo, which is an offensive frame, is currently better at support in a crisis than Oberon.

    37 minutes ago, Music4Therapy said:

    Renewal being changed to a toggle ability was absolutely MASSIVE for Oberon. It is because of that fact that I'm able to make full use of Renewal + Phoenix Renewal. Because Renewal is a toggle, I can sacrifice duration in my build and focus on str, rng, and eff. Previously, he needed all 4 stats, rage, etc... That change alone is the single reason why I've been able to regularly solo as far as 90 minutes in Mot without Naramon. 

    The issues you speak of, basically in TL;DR fashion is that the synergies implemented are clunky. I disagree. I don't believe they are clunky nor do I believe the synergies necessary at all for him to function, Smite/Renewal/Reckoning are all strong on their own. The stripping and flat armor boost is just icing on the cake and require the player to strategically prepare the field to make good use of them. You see clunky, I see that they added a strategic component to their game.

    I'm not going to deny that toggling Renewal was a huge improvement, but aside from the defense bonus being changed to a flat value and made mobile, that's about the only significant improvement he got. Duration is less of a requirement for him now, sure, but it can't be completely trashed, because HG still needs it to function, which means Renewal and Reckoning both need it to some degree as well.

    The synergies, as they're implemented now, are clunky, but mostly because HG itself is clunky. The Reckoning synergy isn't worth caring about for the most part -- if it happens, nice. If not, oh well. The Renewal synergy on the other hand is pretty crucial, since without it Renewal will sap more of Oberon's already heavily taxed energy reserves. Even with the defense boost applied, Renewal is still a significant energy-sink depending on party composition and skill.

    31 minutes ago, Music4Therapy said:

    You are 100% wrong here. My build that has had great success smashing sorties and going as deep as 90 minutes solo in Mot without Naramon is an Eff+Rng build. 60% Dur, 170% Eff, 160% Rng, 100% Str. You don't build around Renewal for late game, because late game the flat armor nor the heal will prevent you from being bursted down.

    Phoenix Renewal builds strongly disagree with you. But, either way, yes we all know healing alone isn't enough there. You also need CC. This concept is not unique to Oberon. The difference is that you can get CC from weapons much easier than you can get healing, defense, or instant-resurrection.

    31 minutes ago, Music4Therapy said:

    Oberon is at his best when he is able to make use of all of his abilities, and what is awesome about Oberon is that unlike most frames, he can use every single ability of his in midair which gives him *much* more mobility.

    Obviously that's the intended design, to use all abilities. Also, hate to burst your bubble dude, but Hallowed Ground definitely requires you to be on the ground to cast it.

    As an aside, since you mentioned airborne ability mobility, you really haven't experienced that in it's full glory until you've thoroughly played Limbo.

  18. 36 minutes ago, Hyroncore said:

    Curious what logic your using for oberon having a 225 base armor as his reg version and 300 in prime? Excal has higher armor and from a pure logic point makes sense he is intended to be taken in tight while Oberon is a more mobile fellow and personally for me sits out mid to long range depending on the situation as they shift.

    Both Hallowed Ground and Reckoning are clearly designed with close-combat in mind. Hallowed Ground is inherently an immobile skill. A tactic unique to Oberon is to use Electromagnetic Shielding while standing on Hallowed Ground. Oberon inherently benefits from being less-than-mobile and in the heat of things.

    30 minutes ago, Hyroncore said:

    Not sure how prange/ HG isnt useful? There is no fiddly to it and I do appreciate the changes they made through the rework. Keep in mind as later responses to this thread after this one had mentioned he is a paladin and HG offering rad-cc and status immunity with a MUCH MUCH bigger comparable area is along those lines of the original while making prange a lesser issue then it was. 

    As I am not good at the math its hard but the old HG used to be even at max prange a columnar type field effect, since the rework i get over 190 degree coverage which in all but the biggest of rooms allows for significant coverage with far less energy cost. Depending on your team set it can be maintained with little effort esspecially with a high Pstr ev pumping you every so often.

    What situations do you find it fiddly in currently given the arc nature of the field effect compared to the older HG and keep in mind  if you turn 180 you have near perfect coverage for all bar the center core.

    Lol

    I didn't say range HG isn't useful. I said that's the only way to make it even remotely useful. The range on HG is miserable for what it does. Without range changes, it's a 180 degree arc. If you want a circle, you have to cast it twice, which costs extra energy from Oberon's already severely-limited energy reserves if you're using Renewal to any significant extent. Even with double-casting, the radius isn't nearly good enough for what the skill currently does. The 'synergy' effects require their targets to be standing on the surface, not just within the radius, which is especially problematic for Renewal. The shape of HG does not match the shape of the skills that have 'synergy' effects (surely you're familiar with these toddler toys?) If someone stands on environment objects like a Cryopod, they don't get HG bonuses because that's a surface it isn't applied to.

    If you don't get it by now, I don't know what else to tell you.

    25 minutes ago, Hyroncore said:

    They are trying to mitigate 1 button builds and this has been achieved with what they did to Oberon at this time.

    Except that is exactly what they did to Oberon. Renewal is the only thing worth building for if you want to bring him to high-end content. The only thing that keeps it from being a true 1-button-build is that you have to use HG to get all of Renewal's effects. As long as Renewal is on, HG is not touched further, because it's just not worth using.

    To be fair, though, I did see someone mention they've been able to mod for HG as a mini-nuke build, and mostly ignore Renewal except when healing is absolutely needed. Though, even if that's viable in high level content, it's still a 1-button-build.

    I don't intend to be mean, but it really sounds like you're looking at the rework through rose-tinted glasses. Most of us presumably get how Oberon is supposed to feel, but the fact of the matter is that he currently does not play that way.

  19. 27 minutes ago, MarrikBroom said:

    My biggest problem is the ideas I've heard either fall into 'take Renewal's new toy away' which feels spiteful, and 'give damage reduction/armor' which... OK I kinda like it (I suggested it) but I feel it won't fly (Any comments out there development people?)

    My biggest issue with some of the ideas I read stem from people seemingly missing the base ideas behind Oberon, which I find odd because to me the underlying design concept is pretty straightforward:

    Oberon's overall focus: Team support, primarily through status manipulation (defense boosts, CC). Overall design similar to a standard RPG paladin.

    Smite: For targeted use on single powerful targets, to have them turn on their nearby now-weakened allies. The damage scaling bit in the rework pushes this idea further.

    Hallowed Ground: A type of sanctuary skill. Reduces player chaos (status immunity and previous defense boost) while increasing enemy chaos (radiation CC).

    Renewal: A paladin staple. Healing spell with weaker healing than a full-fledged healer, but with other unique benefits to compensate (bleedout slowdown, defense boost)

    Reckoning: Gets much better as the number of surrounding enemies increases, with radiation-CC and the blind-CC for enemies that were initially missed. Also, more chances (theoretically) at health orbs, which would generally be more needed as the number of enemies increases. Seems like it was based off the concept of a divine intervention type of skill, for use when being overwhelmed to turn the tide of the fight.

     

    He's not meant to be a healer. He's not meant to be an aggressive damage-dealer. He's not meant to be CC. He's not meant to be a tank. He's meant to be a balance of these.

  20. 6 minutes ago, MarrikBroom said:

    No work is required beyond removing the dependencies entirely. That leaves plenty of time for making hallowed ground the chokepoint ability it feels like it wants to be.

    I disagree, to an extent. The original design of HG felt like it was supposed to be a sanctuary of sorts, like a different flavor of Snow Globe. Like players were meant to be inside it, and if enemies were to wander in, they were punished for it. Unfortunately it was never really had the range to make that happen, plus suffered from the requirement of standing on it.

    As it is now, it sort-of has the same feel, especially if you pump range. With high enough power range, you can blanket a pretty decently sized room which will give primarily radiation-CC and status immunity on its own. Unfortunately this isn't enough to make the skill really worth using. If they want to keep this design, they need to push it further and make it less fiddly to use.

  21. 18 hours ago, Music4Therapy said:

    I don't agree that the synergy is a failure, they added a lot to the frame that he didn't have before and that has caused a nice surge of players that wouldn't have otherwise played or tried him to not only try Oberon but continue to play him due to what he provides. That is a success.

    I agree that healing Nekros's minions does take too much energy, though, and should be looked at.

    Uh, no they didn't. Renewal has the same functionality with a bit of tweaks, with the added bonus of a defense boost if you cast it on allies standing on Hallowed Ground. Hallowed Ground had its previous defense boost removed. The armor stripping from Reckoning is too small to care about -- the skill is still CC, just as it was before. None of the 'synergy' happens in a way that feels natural.

    The synergy was, factually, a full-fledged failure. It needs heavy amounts of work done to it.

  22. @MarrikBroom Your proposed changes for Oberon's base abilities seem more or less fine to me, though honestly for HG I'd prefer they just further push how it's innately focused on status, to where that's actually a feasible reason to use it, as well as improve the mechanics of its synergy to be less clunky. I described my ideas on how to do that in my original proposal, which is linked in the post of mine you quoted.

    Not sure about your change to Hallowed Eruption. Doesn't really make sense with the original concept of the augment, and would probably end up being too much because of the bonuses HG gives (including those you proposed). Likewise, there's probably a better effect you could give Hallowed Reckoning, as a slow effect doesn't really make sense with the skill's guaranteed radiation proc. Maybe turning the skill into effectively a mass Mind Control?

  23. 1 hour ago, MarrikBroom said:

    Even though I've been one of the louder voices calling for more work to be done he's not in a TERRIBLE place. He's Fine, but as I have said. All he is, is 'fine.' He gets the job done. I find him nicer to play than Chroma (who I feel Oberon's current 'meta' build of rage/QT/Prime Flow is most compared to,), because chroma is 'press 2 and 3, refresh as needed.' Trinity is in the same boat, except 'try not to actually die because you are super squish.'

    Besides Oberon now has a function other frames do NOT have other than augment chroma, and even everlasting ward chroma needs to constantly refresh. He can provide team armor... provided you can herd everyone onto the carpet and pray to RNGesus none of them are nekros, nidus, atlas, nyx, or inaros and want to use their ability to generate extra allies. It isn't OP because at the levels where Oberon himself stops being effective, his armor buff starts to get made irrelevant due to one-shotting. So why further nerf it by gating iron renewal behind hallowed ground?

    That's all I'm asking guys. DE. I might not like the reason you give, but giving a 'why' would be appreciated.

     

    Unrelated: As bad as blocking mechanics are in game. I'm glad i picked up the silva & aegis mod from ambulus reborn so I can have syndicate procs. It'd be nice if silva prime had an autoblock mechanic. Granted it'd be even nicer if the silva mod looked at incoming damage before block damage reduction. It'd be even nicer if it wasn't so clunky to use charge attacks. Even nicer still if it was a suda or red veil augment instead because energy generation but more health + Rage is more energy, right?

    Most people would generally expect a rework to make all of a Warframe's abilities at least somewhat decent, as opposed to only one skill being decent and only when force-paired with another terrible ability. But even if for some reason you don't share that viewpoint, I'm sure we can all agree that severe design oversights (such as Shadows of the Dead making Renewal unusable) are a clear indicator that there is still work to be done.

    Though, in my professional opinion as someone who works in game development, the current design of his skills is severely unrefined and needs much more iteration to actually feel complete.

     

    Edit: Since my main feedback was originally posted in an update thread (Hotfix 20.3.1), I'll link it into here for posterity.

    Base changes to Oberon:

    Changes to Oberon's augments:

     

  24. 3 minutes ago, KnightCole said:

    Lol, Oberon seems to be a pretty famous and popular frame. 

    People like his concept, and want to see the rework be done well. Unfortunately, so far DE seems perfectly content with leaving him overtly incompleted.

  25. Lol@DE safeguarding Oberon Prime Access by throwing in Sybaris Prime. It's like they already know Oberon alone won't sell the pack.

    But yeah, it looks like DE is preparing to shut the lid on the Oberon rework, after asking for our feedback and then doing almost nothing with all of the ridiculous amounts of feedback they've gotten.

     

    GG guys.

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