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SquidTheSid

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Posts posted by SquidTheSid

  1.  

    Behold, the absolute insanity. The AFK timer kicked in several times, so I had to run around like an idiot until I could regen energy. Also, 37 large squad energy pads apparently weren't enough, so I need some more in a later run. I think I could shave off a solid minute or two that way. 

    The node was E Prime on Earth


    My Hydroid was using a Primed Flow, 175% Power Efficiency , 105% Power Duration, and 145% Power Range. 

  2. So, after some tweaks based on feedback, I'm here to post the revised version of Chronos. He's still got a lot of tweaks that he could use, but given the unique nature of his kit, balancing him is tricky. 

     

    Codex Information: All or Nothing. Master of time, Chronos gambles away his own life force to channel his awesome powers. Playing him is certainly a risk, but there's great reward if you can master his mechanics. 

     

    Background: so, this is Chronos, the Warframe that uses time, rather than health, as his primary resource for life and death in addition to casting powers. While he's the squishiest frame in the game in terms of base stats,  his passive can provide some incredible tanking potential if you utilize it correctly,
    and repeatedly kill you if you do not. All of his abilities, except for his 4, eschew energy costs and utilize his passive as a cost. As a result, he's a very risky character to play as, but all of his abilities have very powerful effects to make up for that. 

    Stats:

    HP: 50

    Shields: 50

    Armor: 0

    Energy: 50

    Sprint Speed: 1.25

    Explanation: Chronos is fast, but that's about it. He has some of the worst base stats in the game, with no damage reduction and a paltry 50 shields/health/energy. The reason for this is tied into his passive. 

    Passive: 

    Death Timer - If Chronos were to be killed from any source of damage, then he does not become downed or incapacitated. Instead a 60 second countdown starts. In this period of time, Chronos is completely immune to all knockdowns, slows, stuns, and status effects and is completely invulnerable to damage. 
    When this timer reaches 0, Chronos will instantly die (passing the bleedout stage). 
    The timer will pause after 10 seconds of not taking or dealing any damage to or from an enemy, then resume once you take or deal damage to an enemy (this is meant to prevent environmental hazards from constantly killing you or for lulls in combat when no enemies are nearby, like the end of extermination or a spy vault). 

     

    Explanation: Death Timer is Chronos' key mechanic that glues him together. He doesn't have to worry about health in the traditional sense, but he needs to constantly micromanage his Death Timer to make sure that he doesn't kill himself (and since there's no bleedout, it's especially punishing). It's also used to cast his abilities, so there's very much an element of risk vs. reward. 

     

    Note: All abilities can be cast regardless of what state Chronos is in, but reductions and increases to the Death Timer persist between states. 


    Ability 1). Wager

    Cost: Nothing  

    TAP: Single-target. When Wager is cast on an enemy, that enemy is staggered and has a Wager debuff placed that lasts 3 seconds (indicated by cards of differing intensity). If Chronos kills that enemy before the timer expires, Chronos restores 5.0 seconds of the Death Timer. If he doesn’t kill the enemy while the timer is active, then Chronos loses 5.0 seconds on the Death Timer or consumes all remaining time if under 5.0 seconds. 

    HOLD: projects an aiming reticle on the ground. Release to cast a wave in that direction. This wave has travel time (think of it like Harrow's Condemn). All enemies affected by this wave will have Wager cast on them. The wave's maximum length is 12/13/14/15 meters and spreads out to a total width of 2/3/4/5 meters. 

    The targeted enemy becomes immune to all sources of damage not originating from Chronos (like Inaros' Devour). 

    Power Strength increases the amount of seconds added to the Death Timer, up to a cap of 10.0 seconds.

    Power Duration increases the length of the debuff

    Power Range increases range and width of wave. 

    Augment: Soul Gambler - Wager now creates a specter that lasts for 15 seconds. If you won the wager, it’s a specter of the slain enemy under your control. If the enemy won the wager, a hostile specter of it is created that exclusively targets Chronos. 

    Explanation: Wager is the only way that Chronos gets back time on the Death Timer. It's a high risk/reward ability, as cleaning out a group of enemies affected by wager can top off his Death Timer easily, but a bad Wager can kill you outright. 

    Ability 2). Doom

    Cost: 5.0 seconds of Chronos’ Death Timer (e.g., Chronos’ Death Timer is at 57 seconds, casting this ability reduces it to 52 seconds). 

    Single target. When cast on an enemy, Doom will instantly kill that enemy after a 3 second delay (dealt as finisher damage equal to the enemy's current health), during which [that delay] the enemy is progressively slowed (5/10/15/20% to a max of 15/30/45/60%). 

    When an enemy dies this way,  it creates a 5 meter AoE explosion that staggers enemies and deals damage to them equal to 50/100/150/200 + 10% of the damage dealt to the original target. 


    If the enemy is killed before Doom activates, Chronos is fully refunded the activation cost. 


    Power Strength increases the slow amount up to a cap of 99%. 

    Power Duration increases the length of the delay. 

    Power Range increases the range of the AoE explosion. 

    Explanation: It's an infinitely scaling, single target nuke. Great for high priority targets, and the AoE explosion makes it strong against trash mobs as well. 

     

    Ability 3). Reversal

    Cost: 12.0 seconds of Chronos’ Death Timer (e.g. if Chronos’ Death Timer was at 60 seconds, it’s now at 48 seconds). 

    TAP/HOLD ability. Tap to cast in an area of effect around Chronos (12/13/14/15 meters). Hold and release to cast at a specific point (this will have a targeting reticle).  This creates a sphere lasts for 2/3/4/5 seconds. Any enemies caught in the area of effect will have their current level reduced by 10 for every second (done in 0.1 second intervals) that they’re in the sphere’s AoE.  

    Enemies cannot go below level 1.

    This does not affect their affinity scaling, item drops, mod drops, etc. Reversal only considers stat scaling for enemies with respect to level reduction. 

    Recasting the ability on affected enemies will refresh the debuff and not stack. 

    The level reduction debuff only is removed when an enemy dies. 

    Power Strength increases the amount of levels reduced per tick.

    Power Duration increases the length of the debuff. 

    Power Range increases the AoE of Reversal. 

    Explanation: Reversal is probably one of the strongest abilities in the game, but it comes at a great cost to Chronos. A good cast of Reversal can turn higher level enemies into insignificant threats, especially when modded for. Combined with a good CC frame and it becomes an essential part of endurance runs.  

    Ability 4). Borrowed Time

    Activation: Tap to activate channel. Tap again to “lock in” channel. Tap again to disable ability. 

    Cost: Reduces the cap of Chronos’ Timer by 2 for every second active and is reverted when the ability is deactivated (e.g. if the ability is active for 10 seconds, Chronos’ Timer is reduced to 40 seconds, also, this ability does not consume any Death Timer in itself). In addition, it consumes all of Chronos’ current energy

    For every point of energy consumed, Chronos gets 2/4/6/8/10 points of health temporarily (exceeds regular health, think of it like overshields). This health decays at a rate of 300/250/200/150/100 per second, down to a minimum of 2 health. This effect will pause the Death Timer and has a cooldown of 60 second minus the amount of energy consumed (up to a reduction of 55 seconds).  This portion of the ability is innate to Chronos and can be activated at any level even if he’s not level 10 (the other portion must be unlocked by levelling the frame as normal). 
     
    While this channel is “locked in”, it modifies Chronos’ Stats and abilities as follows:

    Raises the maximum shields/armor/health of Chronos by 25 * seconds channeled (maximum of 1500 bonus shields/armor/health). 

    Multiplies Chronos’ damage by 15% * seconds channeled (maximum of 750% damage multiplier). 

    Adds .02 * seconds channeled additional maneuver speed to Chronos (max +120% aim glide, wall latch, bullet jump, sprint speed, etc.

    After 1/2/3/4 seconds, the effectiveness of these buffs decays at the rate of 6/5/4/3% per second, where the ability toggles off when the effectiveness of the buffs hit 0%. 

    Power Strength increases the strength of the buffs

    Power Duration slows down the buff decay rate by (Buff Rate)/(Power Duration).

    Power Efficiency decreases the health decay rate by (Health Rate)/(Power Efficiency).  

    Explanation: Borrowed Time is his most complex ability, and a bit difficult to explain, since it has 2 parts. 

    Part 1: Temporary heal. As the name implies, Borrowed Time consumes all of Chronos' energy to provide him decaying health that caps out at a minimum of 2 health. This is the only way to pause the Death Timer in combat, and the fairly lengthy cooldown (unless you're topped off on energy), means that  spamming it isn't the best option. Since it's innate to Chronos, it's useful at any level. 

    Part 2: Chronos becomes significantly better in combat at the expense of significantly hampering his casting potential. As the buffs decay, you can't "fire and forget" for a whole mission. 

     

    Overall: 

    Chronos is a very unusual caster frame that focuses on high risk vs. high reward gameplay. He's tanky in a very different sense as compared to many regular Warframes, and he possesses some of the most powerful abilities in game and flexibility to shift to a more frontline-oriented role. That comes at the expense of being quite fragile and forced to make risky Wagers against enemies (which can kill him if you lack followup). 

     

  3. 21 hours ago, SenorClipClop said:

    This is interesting! But a little complex. I'm having some difficulty wrapping my head around these concepts and how they synergize.

     

    Definitely. He's a very different frame, and the concept of using time as your life pool is one not seen in many games. A lot of it is theory crafting at this point. 

     

    21 hours ago, SenorClipClop said:

    To help out Tenno like myself, maybe you could add an example or two of what this Warframe's gameplay might look like?

    So, Chronos can play a lot of ways. Some intended ways are:

     

    - Kill frame. Doom's delay scales with Power duration, so having negative power duration speeds up how quickly he can kill enemies and cause panic procs. Of course, it's much harder to restore his energy reserves (since his only ability that restores time scales with Power duration, so the window you have is much smaller). Sort of think of this build as a much higher risk/reward Ash. He can easily take out enemies with his 2, but he has to be very careful to not get himself killed. 

     

    - Control frame. Reversal effectively neutralizes most threats. Given enough Power Strength and duration, you can reduce enemies' levels down to the point where they're killed incredibly quickly and deal no damage. Of course, it's a costly ability and spamming it means that you'll get killed incredibly quickly. More power duration reduces the effectiveness of Doom's kill, but it lets it become a rather strong single target slow. 

     

    - Off-tank/DPS. His ultimate makes him more limited as a caster (since he effectively lowers the total amount of resource he has available) in exchange for making him much tankier and stronger with weaponry. If you;d like to play him as a more "normal" frame, this is how you can do it, and you can control how committed you are. 

    21 hours ago, SenorClipClop said:

    In what sequence would he use his abilities in different situations?

    Well, he has some built in combos. He can chain together Doom then Wager to get fairly reliable kills from it (though the amount of timer you get is very limited, so it's not a good way to farm resources up). 

     

    He can also use reversal on a group of enemies to greatly weaken them and cast Wager on the affected enemies to easily farm time from them with a high damage single-target weapon (like a bow or Opticor). His ultimate buffs his damage, which makes it easier to do this. 

     

    In a sense, he's sort of a duelist with enemies, singling them out and weakening them beforehand to his advantage. 

     

    21 hours ago, SenorClipClop said:

    Also, which weapons would he favor?

    A shotgun or any other weapon with very high single shot damage. He wants to be able to kill the enemies instantly so he can benefit from Wager. 

     

    21 hours ago, SenorClipClop said:

    Which missions would a Tenno be most inclined to take him on?

    Chronos really shines in Sortie-level missions and endless game types. Given that Reversal can effectively remove a lot of the threat from an enemy (less damage, health, and armor), he can reduce the heat of a deadly group of enemies (like a pack of Bombards). He's also difficult to kill conventionally if you keep up Wagers, making him a more active version of Wukong, which is great for mission where you need frames that can take a beating (again, Sorties and endless missions). 

     

    His ultimate makes him far less fragile, stronger, and more agile, which makes him a solid pick for non-endless style missions. 

     

    21 hours ago, SenorClipClop said:
    • For starters,  Chronos gets immunity to all damage and CC for 60 seconds. Considering that he can still use the same weapons as all other Warframes, this means he can just waltz around the map and deal all the non-ability damage he wants (and whatever else he wants to do) for an entire minute without recourse, and then get picked up by an ally after he goes down for real. Two Chronoses could break the game and achieve easy immortality as long as they staggered their invuln phases. Does he need to be 100% invulnerable, or can he have some kind of damage-mitigation mechanic?
    •  

    Well, the main theme is that time is his primary health resource, not regular health. Perhaps his cap should be lower and his abilities should cost less/scale better as a result, but he should be focused on managing his time and constantly engaging in Wagers on enemies in order to live. 

     

    21 hours ago, SenorClipClop said:
    • Second, he can use his invulnerability time as a freely replenishable resource to straight-up delete enemies at any level. Since ally revives are free and take 5 seconds, this ability seems pretty unfair even if it sacrifices his time. Especially as a #2 ability, it is far too powerful in comparison with any Warframe.

    Perhaps Chronos should not get a bleedout period? His Death Timer would be his bleedout period. So that way, allies couldn't revive him (though, there would need to be a way to pause it, so that on missions with downtime like defense, he wouldn't die in-between waves). Would that make it better, or do you think it's still too powerful? 

     

     

     

     

  4. On 7/12/2017 at 2:50 PM, superninja123 said:

    ah i see, i think it should be something like 5 kills so that you'd have to manage the enemies, giving some challenge to reviving

    Right. That makes a lot of sense, but maybe make the Timer still capped to 3 seconds? 

     

    If an ally revives him during bleedout, then he's just back with regular stats (same as any warframe)

     

    But if he gets 5 kills while in bleedout, then he comes back revived with a few seconds? 

     

    How does that sound?

  5. 29 minutes ago, INight00 said:

    It is a good idea, time as cost.
    With abilities that can and will change the game and the outcome. But... its just a little too convenient.
    No relation between each ability other than the time cost.
    The time repercussions are there. But... something about it seems off.
    Like its too dependent on you dying first then going about your business. What about when you are live? Do you have to commit suicide or be killed first before going on to use him?

    The frame is already avoiding death, change the downed/ revive mechanic, Inaros has it and it is a bit much.
    Maybe make it so there's something like: (x) is converted to damage, he wont revive himself, but he will deal a lot damage while laying on the floor... holding his primary weapon.

    Nidus uses stacks, he builds them up, and uses them up. To prevent death, 10 stacks are used followed by a period of invulnerability...
     

    Well, the abilities do synergize in the sense that you're making enemies far squishier to take advantage of for Wager. So, it's risk vs. reward to spend time to gain it. 

     

    You don't need to commit suicide to use him, as you can use all of his abilities without being in his countdown mode, and his 4 makes a tradeoff of better stats for less security net. 

     

    I kind of agree with you on the downed mechanic, but I'm not sure what your variable (x) is referring to. 

     

     

  6. 6 hours ago, INight00 said:

    Seems like if the frame had lots of power strength, the timer costs are minimal... god mode active.

    What does energy do for the frame if anything?

    The idea is good, but needs balancing. Insta-kills via ability is a bit much. Reducing levels by 10 per second? Somehow I think this ability may bug out.

    Balance it out. Rationalize it.

    I mean, Perhaps they could be a bit larger, but I'm trying to be a bit conservative since he is using his own life force (his time) to fuel his powers. Do keep in mind that Wager affects the timer both in its gain and penalty. 

     

    Chronos doesn't use energy

     

    As for the instakill, I think it's fair. Cost could be a bit higher and panic aura could maybe be smaller (5 meters), but considering how it's single target, delayed, and costs about a twelfth of his life force to cast, it needs to be very powerful. Obviously, it'd be different on bosses, but taking down a gunner should be a fair tradeoff, IMO. 

     

    Yeah, the level reduction is interesting, but I'm worried it'll be buggy in some way. 

     

    Thanks for the criticism. 

  7. 6 hours ago, ViolaRecluse said:

    I feel like Wager removing status effects is redundant since he is going to be in the death timer state almost always.

    Also how would ability costs be like if he is not in death timer state? Does it simply cost nothing or do the benefits not apply until in death timer state?

    Also the do the resources go off death timer or bleedout? And would undying will increase the cap of death timer?

    And terrible base stats does not authorize complete god mode. There needs to be some form of susceptible cc, staggers or slows with some penalty, otherwise you could enter death timer mode and never go down.

    Fair enough. My thinking with Wager is that if he's not in Death Timer mode, then the status removal part would apply.

     

    I wasn't clear about this, but the duration of the Death Timer persists and his abilities always cost Death Timer to cast, even if he hasn't activated it yet. 

     

    Undying doesn't increase the cap. It's a fixed 60 seconds. 

     

    Well, the main point of Death Timer is that you're fighting time moreso than enemies. Being stunlocked to Hell and back would kind of go against that notion. I'm not sure if he should have reduced status duration and faster knockdown/stagger recovery, but the point is that he is his own worst enemy, so to speak. 

  8. Introduction: This is Chronos, the master of time. He walks the line between life and death, sacrificing his own life force to power his legendary spells. Chronos is a very risky Warframe to play, as he's among the squishiest of the frames in the game. However, proper management of his primary resource and his abilities means that he can become unstoppable. 

    Stats:

    HP: 50

    Shields: 50

    Armor: 0

    Energy: 50

    Sprint Speed: 1.25

     

    With 0 armor and 50 base health and shields respectively, Chronos is easily the squishiest frame in the game and can go down extremely easily in most missions. He is quite fast though, tied with Loki for the fastest frame in the game. 

     

    Passive:

     

    Death Timer - If Chronos were to be killed, then he does not become downed. Instead a 60 second countdown starts. In this period of time, Chronos is completely immune to all knockdowns, slows, stuns, and status effects and is completely invulnerable to damage.

    When this timer reaches 0, Chronos enters his regular downed state.

     

    If Chronos enters bleedout, killing an enemy adds 1 second to the Death Timer. This is capped at 3 seconds. If Chronos hits the cap, he’s revived with full shields/health. If an ally resurrects Chronos, he keeps whatever seconds he accrued while downed.


    Death Timer is Chronos' core mechanic. It's how he manages to survive with his awful base stats and it's his primary resource for casting abilities (none of Chronos' abilities cost energy to use). 

    Ability 1). Wager

     

    Cost: 0.0 seconds of Chronos’ Death Timer.  

     

    Single-target. When Wager is cast on an enemy, is removes all debuffs on Chronos and staggers that enemy and places a Wager debuff on that enemy that lasts 3 seconds. If Chronos kills that enemy before the timer expires, Chronos restores 5.0 seconds of the Death Timer. If he doesn’t kill the enemy while the timer is active, then Chronos loses 5.0 seconds on the Death Timer. If Chronos has under 5.0 seconds on the Death Timer and fails to kill the enemy, he enters bleedout.

     

    • The targeted enemy becomes immune to all sources of damage not originating from Chronos.

     

    Power Strength increases the amount of seconds added to the Death Timer, up to a cap of 10.0 seconds.

     

    Power Duration increases the length of the debuff

     

    Power Range has no effect on this ability

     

    Explanation: Wager is the only way that Chronos can extend the Death Timer duration. He's going to need to keep it up constantly, but, if he uses it too carelessly, it can backfire. 

     

    Ability 2). Doom

     

    Cost: 4.0 seconds of Chronos’ Death Timer (e.g., Chronos’ Death Timer is at 57 seconds, casting this ability reduces it to 54 seconds).

     

    When cast on an enemy, Doom will instantly kill that enemy after a 3 second delay, during which the enemy is progressively slowed (20/40/60%). Killing an enemy this way will create a 10 meter panic aura for nearby enemies.


     

    If the enemy is killed before Doom activates, Chronos is fully refunded the activation cost.



     

    Power Range increases the Panic AoE.

     

    Power Strength increases the slow amount up to a cap of 99%.

     

    Power Duration increases the length of the delay.


    Explanation: Not much to be said about Doom. It will instantly kill any non-boss unit and has light CC attached to it. You can't really spam it since it uses up precious seconds of Chronos' Death Timer, making it very desirable to use on priority targets. 
     

    Ability 3). Reversal

     

    Cost: 12.0 seconds of Chronos’ Death Timer (e.g. if Chronos’ Death Timer was at 60 seconds, it’s now at 50 seconds).

     

    TAP/HOLD ability. Tap to cast in an area of effect around Chronos (15 meters). Hold and release to cast at a specific point (this will have a targeting reticle). Any enemies caught in the area of effect will have their current level reduced by 10 every second (done in 0.1 second intervals) for 5 seconds while in the AoE.

     

    • Enemies cannot go below level 1.

    • This does not affect their affinity scaling. Reversal only considers stat scaling for enemies with respect to level reduction.

    • Recasting the ability on affected enemies will refresh the buff and not stack.

     

    Power Strength increases the amount of levels reduced per tick.

     

    Power Duration increases the length of the debuff.

     

    Power Range increases the AoE of Reversal.

     

    Explanation: Reversal is one of the most powerful abilities in the game. It takes Sortie level enemies and turns them into pathetically weak enemies. It has a steep casting cost, and spamming it will get you killed.

     

    Ability 4). Borrowed Time

     

    Activation: Tap to activate channel. Tap again to “lock in” channel. Tap again to disable ability.

     

    Cost: Reduces the cap of Chronos’ Timer by 2 for every second active and is reverted when the ability is deactivated (e.g. if the ability is active for 10 seconds, Chronos’ Timer is reduced to 40 seconds).  

     

    While this ability is active, it modifies Chronos’ Stats and abilities as follows:

     

    • Adds 12.5 * seconds channeled additional shields/armor/health to Chronos (maximum of 750 bonus shields/armor/health).

    • Multiplies Chronos’ damage by 7.5% * seconds channeled (maximum of 450% damage multiplier).

    • Adds .01 * seconds channeled additional maneuver speed to Chronos (max +60% aim glide, wall latch, bullet jump, sprint speed, etc.).

     

    In addition, it modifies Chronos’ abilities as follows:

     

    1). Doubles all time gained and lost through Wager

     

    2). Reduces cost of Doom to 2.0 seconds

     

    3). Reduces cost of Reversal to 10.0 seconds

    Power Strength increases the multipliers of Chronos' stats

    Power Duration improves the conversion rate. 

    Power Range has no effect. 

     

    Explanation: Borrowed Time is another aspect of his risk vs. reward aspect. You lose out on your buffer zone, but in exchange, Chronos becomes much more powerful. You can even go the full 60 seconds and turn him into a very powerful gun-toting frame (With max Power Strength, Chronos can get some serious EHP).

    Note: efficiency mods do not affect any of his abilities, nor do his abilities benefit from energy regeneration.

     

  9. Because he's incredibly dull. He's got a short-range aura (which might as well be a self-buff), a passive buff, a sentry turret, and a garbage 1 (the worst ability in the game, IMO). He's also not super consistent as a tanky, since he has massive periods of vulnerability. Inaros and Nidus are far more consistent at tanking than Chroma is, since you need to head to cover when Vex Armor runs out. 

     

    I'd like to see him be an actual dragon knight and feel like an unstoppable beast, flying from about and spewing fire, but he's just dull as is (much like Wukong, who can't die, but is rather boring to play as). 

  10. Oberon's in a decent place right now, but I'd like some more tweaks before DE calls it a day:

    Passive: Scrap his current passive, since it's really awful. It needs to be some form of energy sustain, since Oberon  is so energy hungry. I'd say just give him a built-in, maxed, rage (+40% damage to health converted to energy) and I think that would help out with his issues.

     

    1). Smite - Pretty solid as is. Maybe make it drop an energy orb if it kills an enemy, to help out with Oberon's energy economy? 
     

    2). Hallowed Ground - range scaling doesn't make sense. It should be a full circle by default (and not a 180 degree arc) and should have regular range scaling (not 11.25 * Range + 15 meters base range).

    Status chance could be bumped up to 20-25% per tick to make it more reliable.

    Maybe give it a few meters of verticality, to account for elevation change, or maybe make it persist for a few seconds after stepping off. 

    Oh yea, the effect looks like toxic sludge, so that needs to be changed, but I think DE has addressed that. 

     

    3). Renewal - two major suggestions:

    I). Let the initial wave have infinite range (as opposed to 25 meters and then infinite range for marked allies). Maybe make it travel 25 meters/s? 

    II). Heavily adjust the energy cost. Maybe make it 0 energy/s when not healing, and 7 energy/s when healing (so no penalties for healing allies). The actual energy value could be scaled up (maybe to 10/s or something), but it should be flat and only when healing. This would help out with his energy issues a lot. 

     

    4). Reckoning

    I). Health orb chance should have a probability to drop on cast, since Reckoning isn't intended to be a nuke. Maybe 25-33%  chance on cast to drop a health orb per enemy hit, and 50% on kill? 

     

    I think these changes are fairly reasonable and would serve to making Oberon a lot stronger without necessarily making him OP. 

     

     

     

  11. 2 hours ago, Archwizard said:
    • Hallowed Ground presently grants mitigation to allies in the form of a bonus percentage of their own armor. This means that frames with low armor get very little benefit in terms of armor gained (ie Zephyr jumps from 15 armor to a whopping 22 - a gain of 2% mitigation), and frames with high armor get little benefit in terms of mitigation gained (because mitigation from armor plateaus after a certain point). Even Oberon only receives around 22% bonus mitigation from it. It makes the bonus very weak, especially since it only applies to health and cannot be stacked.

    Quick correction. Armor scaling never falls off. A 99.5% DR to 99.75% DR is huge. If a frame were to take 1000 points of damage, then a 99.5% reduction is 1000 * (1-.995) = 5 points of damage, while a 99.75% reduction is 1000 * (1-.9975) = 2.5, or half the damage of before, meaning that that frame has twice the EHP with a 99.75% DR as opposed to a 99.5% DR. 

  12. I'd just make it a DOT. Instead of doing the damage all at once, it could be spread out, doing more damage as the Cataclysm shrinks. For example, 1-2% of each enemy's max health/shields per second as damage. It still deals a lot of damage, but it's now spread throughout the duration of the ability so you can't spam it. 

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