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Oberon Needs Some Changes...badly (Feedback + Ideas)


Sebastianx
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Appearance : First of all,PLEASE FOR THE LOVE OF GOD GIVE HIM A NEW HELMET THAT DOESN'T LOOK LIKE THIS:

al0qlBc.png

 

Stats : -For a paladin frame that seems highly skill spammy ,the max of 300 energy really isn't helping him.

           -Again,he's supposed to be a paladin,why does he have pretty average defensive stats,I thought paladins are supposed to be heavy armored...Shouldn't he have low shields,high HP and armor,since most of his skills revolve around HP as it is.

 

Abilities :

First,I should mention I am a person that seeks out late game,as well as early game power for all the skills.

1.Smite

-The on hit stagger + the decent damage it deals is ok,but when you send some random balls flying around that do pathetic damage even with a maxed out blind rage...how about no.

I suggest that,after it hits a target,it sends out multiple small healing orbs that seeks out the lowest % HP ally and heals him for 2/4/6/8 HP each. (Knowing how this can be increased further with power strength,it can be a fairly potent skill even in the late game)

 

2.Hallowed Ground  

-This one's simple,reduce the flat damage it does dramatically,but  make it deal 1/2/3/4% of an enemy's max HP per second as damage.

It shouldn't not be overpowered at bosses,since they'll require to sit on the same spot for a long duration of time (most of which never do),but it also helps to slowly tear down late game mobs faster than you would with your maxed out weapons.

 

3.Renewal

-This is by far my favourite skill in the WHOLE game,the concept of it is just perfect,mostly because I just love heals/buffs in any game,and especially DoT heals,and let's not forget that IT ALSO REVIVES...but there's 2 things that completely destroy this skill for me...

The fact that the effect disappears when an ally reaches full HP makes it the most frustrating skill to use in this game (no,the fact that I need to wait for the orb to travel to an ally doesn't bother me all that much,it actually gives the skill more depth)...It should last for as long as the skill normally would,and when an ally gets damaged you know he will get healed and you don't need to reapply the skill.

And about the revival part...if anyone got revived by this while standing near a scorcher,napalm,or anything that can just keep a stead stream of damage coming towards you (even a random fire hazard),knows that there's nothing satisfying about it.

Thus,I suggest this skill should give you a 2 seconds immortality time after the revival,so you can at least get up and make a step before dying again.

 

4.Reckoning

- Probably one of the most satisfying skills to use in the whole game.The brutality of which this skill just lifts enemies in the air then rams them as hard as possible against the ground...makes me all warm and fuzzy on the inside.

But sadly it is badly executed.To this point,Oberon has no CC, and all this skill offers is a measly ragdoll effect on the enemy.

And the fact that enemies do not drop HP orbs if they don't die makes it even more annoying.

This skill can still keep both of its brutality and utility,while adding more CC and reliability by changing the skill to this :

 

"Oberon casts a field of -insert name- around him that lasts for X seconds,every enemy caught in the field gets lifted in the air and after 2 seconds gets viciously slammed against the ground.The effect can only occur once every 2 seconds (or right after a slam has occurred). An enemy can be lifted more than once,but knockback/knockdown/ragdoll effects may interrupt the effect on an enemy and potentially knock him out of the field and out of danger. Enemies that run into the field after it has been cast will be lifted up immediately after the last slam has occurred.Enemies that get slammed have a 4/8/12/16% chance to drop an HP orb.

 

 

That is all,please comment on what you think,and upvote if you like it,maybe DE will change at least one of the skills.

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xD i agree with the reskinning, but not all frames are made for late game content, as we have seen with loads of example frames.

If DE would do the honors of redoing the so called "paladin" he could become great :)

Devs listen to the community!

Trinity has end game scaling D: so does Vauban D: so does Nyx D: so does Nekros D: (somewhat) ...and even Excalibur with Radial Blind range + duration build... :<

 

I'd say give the smite orbs more damage and a small homing ability.

 

Hallowed ground is a flawless idea, make it scale.

 

As for the ult, the field of reckoning would have to last for a very long time to be effective in terms of damage.

Well that was the point,maybe it would do like 400 damage per slam,but it's mostly focusing on the CC that it could have,making it more reliable for end game.

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I only find the Travel speed of Renewal quite poor, make it travel faster.

 

 

That's really the only qualm I have with Oberon, however changing his Aura to a D polarity would be nice too, since he is supposed to be a paladin after all.

 

However the ideas you mentioned OP are good too, and honestly some of they would make Oberon slightly more useful than he is right now.

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Love all of it but maybe the field for reckoning would last 3 seconds, because even though i know how long 2 seconds can be in the later games can be, this frame is being reworked to be more scaled, so 3 would be more low player friendly. Even better, at rank 0 reckoning could last 2 second, rank 1=3 seconds, rank 2=3 seconds, and rank 3=4 seconds. 

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Love all of it but maybe the field for reckoning would last 3 seconds, because even though i know how long 2 seconds can be in the later games can be, this frame is being reworked to be more scaled, so 3 would be more low player friendly. Even better, at rank 0 reckoning could last 2 second, rank 1=3 seconds, rank 2=3 seconds, and rank 3=4 seconds. 

Ya that could work,but it could potentially mean less overall damage and less chance of HP orbs dropping...and less satisfaction from seeing the enemies go BOUNCE,BOUNCE,BOUNCE thumping the ground with them for how long the field lasts.

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I don't agree with anything said here. Don't try to make a balanced warframe in an OP Rhino type of deal. We don't need more of that.

Oh you're funny...Rhino OP? Now? Is that a joke? You probably haven't been here in Closed Beta to truly know how an OP Rhino looks like...Now he's currently useless at very high level content...his iron skin goes away when hit by a few stray bullet,and his Roar means nothing when weapons don't even tickle enemies anymore...Stomp becomes useless way before that,at about level 60 enemies,besides some minor CC which can't even be maintained on a large area due to the high cost of the skill.

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Instead of damage change to Hallowed Ground I would rather want a slow while they are on the skill. Cause what's to keep an enemy from walking out and receiving only a sec of damage besides derpy AI or a teammate casting some slow that they are most likely instead just shooting the enemy.  I mean you could have Frost use snowglobe to have a slow but...most likely you dont want enemies in your globe. I mean you could have Nova use MP but isnt she and everyone else just going to shoot the enemy and kill them before your hallowed ground did anything significant to contribute. I mean other frames have damage + crowd control abilities why can't Oberon have a slow on Hallowed Ground? I honestly do not see how DE greenlighted Oberon for launch without a slow on Hallowed Ground, it just makes no sense.

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Instead of damage change to Hallowed Ground I would rather want a slow while they are on the skill. Cause what's to keep an enemy from walking out and receiving only a sec of damage besides derpy AI or a teammate casting some slow that they are most likely instead just shooting the enemy.  I mean you could have Frost use snowglobe to have a slow but...most likely you dont want enemies in your globe. I mean you could have Nova use MP but isnt she and everyone else just going to shoot the enemy and kill them before your hallowed ground did anything significant to contribute. I mean other frames have damage + crowd control abilities why can't Oberon have a slow on Hallowed Ground? I honestly do not see how DE greenlighted Oberon for launch without a slow on Hallowed Ground, it just makes no sense.

Hmm...you're right,the skill does feel pretty lacklustre even if it would do that 4% dmg per sec...but a slow is to mainstream...maybe make the skill pulsate,and on every pulse it staggers the enemy for a moment,keeping them in place a tiny bit and also briefly interrupting their shooting/attacking animation.

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1) Smite projectiles should auto home

2) Hallowed ground needs moar than just damage, it needs CC.

3) Renewal works well enough at the moment so no comments.

4) A short stun after Reckoning would be awesome.

This.

 

The %hp damage should be on all abilites or none. Having a portion of damage be % based would help abilities scale into endgame, but that's a whole 'nother thread.

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Hmm...you're right,the skill does feel pretty lacklustre even if it would do that 4% dmg per sec...but a slow is to mainstream...maybe make the skill pulsate,and on every pulse it staggers the enemy for a moment,keeping them in place a tiny bit and also briefly interrupting their shooting/attacking animation.

I know a slow is mainstream but its better than just a carpet of damage.  I just want some type of CC on Hallowed Ground to actually make enemies stay in it a bit longer.

 

I still question how long DE playtests their own prototype stuff before release because its just been laughable the latest 2 frames. Valkyr for example is invulnerability but forced to just mash "E" for the entire duration: fun? Not really. And Oberon? Stats wise, skills and appearance...just why?

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  • 3 weeks later...

I know a slow is mainstream but its better than just a carpet of damage.  I just want some type of CC on Hallowed Ground to actually make enemies stay in it a bit longer.

 

I still question how long DE playtests their own prototype stuff before release because its just been laughable the latest 2 frames. Valkyr for example is invulnerability but forced to just mash "E" for the entire duration: fun? Not really. And Oberon? Stats wise, skills and appearance...just why?

Ya...Oberon felt REALLY rushed for some reason,even if the model and skill animations are polished nicely.

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Renewal's brief death-immunity provides some of the strongest utility in the game- which is really its big problem, since its "upgrades" actually serve to reduce its utility.
Renewal needs to scale linearly with Power Duration rather than inversely, so that the period of revival can be extended (and consequently the healing cap needs to increase with Duration); simultaneously, it needs to not wear off as soon as the target reaches the HP cap, since the major benefit of most HoT-abilities, as with any source of mitigation, is that they can be cast as a preventative measure. Yes, in theory you can add Fleeting Expertise to extend it AND have the benefit of reduced cost, but that's at the cost of other parts of his skillset (namely Hallowed Ground- which even though it's not the best move, has potential for further improvement, but not if DE encourages players to diminish it).
To top it off, it would be nice for the ability to travel faster, to serve as a stronger emergency heal. Perhaps if the speed could be affected by Range or Strength mods? 

Between keeping its (reduced) travel time and continuous weapons being a major weakness, it should still be balanced to roughly 3/4 as effective as Blessing.

 

Hallowed Ground needs some kind of CC component to keep enemies inside its radius (perhaps a slow, or instant stagger upon entry?). Smite projectiles need to travel faster.
Reckoning's in a good spot though, even if it does make me seriously question Nekros' utility.

Edited by Archwizard
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Oberon... I don't like the idea as a CC frame in all honesty, as useful as he would be with it.
He is Healing+Damage. 
Not a stat buffer(maybe defensive stats, certainly not offense), not a defensive tank, not a CCer, not a mobility specialist. 
He is supposed to do two things. Heal his allies. and Damage his foes.
short staggers and the brief knockdown of Reckoning should be his level of CC at he very most. Well below the level nearly every other frame has. 
But. He has lackluster damage, lackluster AoE(For an AoE frame). And very difficult to use/appreciate healing outside of reckoning. 
What this means for Oberon is that to be brought up to a good level I feel these changes should be made.

-Smite Orbs deal a little more damage.  
-Smite orbs track enemies on every bounce if in range. 
-Hallowed ground gets a large size boost 
-Hallowed ground staggers every 1.5 second of being unstaggered.
-Hallowed ground damages upon entry
-Hallowed ground has a slight damage boost
-Hallowed ground gives a small damage reduction to incoming damage on Tenno who stand in it. Say, 33%. 
-Rejuvenate hits allies immediately, and is an aura that last for the duration. 
-Rejuvenate cost reduced to 50
-Reckoning gets a slight range increase. 
 
Now he has 2 healing abilities. 3 damage abilities. And 1 defensive buff.  
He has CC, but it is very minor, and he has the damage and healing to make up for it. 

Edited by LukeAura
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lmao, his face, cause you put his mouth into red color that it look like that.

 

Back to topic, if you wanted CC skill, possibly, his hallow ground should stun enemies that step on it, either make the ground bigger and have more range, or make it able to be recast even if the other ground haven't disappear. 

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