phazefox Posted May 25, 2014 Posted May 25, 2014 (edited) for quite a while i've been coming up with reworks for various warframe abilities, i started this thread posting my ideas for a compleate oberon rework, but thne thought i could add every other rework/tweak i've come up with, thus i'll be updating this thread from time to time, putting and/or changing anything i come up with for warframe abilities.NOW FOR THE REWORKS WE HAVE...! (insert game show music)Oberon!(ignore this one, i'll get to it again once i've properly tested the reworked oberon): oberon doesn't really fill his paladin role very well, the heal, protect, cripple n' smash thing is just not properly integrated in my opinion, thus i've been braining a number of tweaks for his abilities, AND HERE THEY ARE!.hallowed ground 2.0(aka, now THAT feels hallowed): make area a bit wider, add slowdown debuff for enemies while they stand on it(small yet noticeable); also, add a small dmg mitigation buff for allies while they stand on it as well as slight stamina recharge(constant, very slight, so as to make you both last longer meleeing/blocking and recover faster once exhausted, but far from enough to be effectively inexhaustible); everything scales with power strenght and ability mod rank.also, while dmg done to enemies stacks with multiple hallowed grounds in the same place, neither the slow debuff nor the dmg mitigation buff or the stamina recharge stack; tweak numbers for balance.note: stamina recharge based on suggestions by T045ter smite 2.0(aka, drop the holy invisible hammer): add small AOE(ala fireball) deals 100% dmg to target and 50% in the AOE, target is ragdolled upwards about 2 meters high, enemies in the AOE get a blast proc(knockdown); has 100% chance puncture proc on target("weakened" status effect) and 50% chance on AOEspecial effect: if target is airborne (be it flying, jumping or however) instead of being ragdolled upwards it is ragdolled directly downwards and grounded(regardless of how high on the air it is).bouncing balls of light work as before but now have a 50% impact proc chance and 50% puncture proc chance, and don't disappear when dealing dmg to enemies.base dmg, bouncing ball dmg and target ragdoll scale with mod rank, as well as blast proc chance on AOE (40%/60%/80%/100%-forced-); all dmg is affected by power strenght, tweak numbers for balance. renewal => retribution (aka, that name no longer fits this thing so i changed it): make healing orbs move 1.2 times faster, also, healing now persists while taking damage; in addition, it now also affects defence/mobile defence objectives, sentinels, spectres and rescue hostages (total healing is halved for hostages, but heal rate is the same).special effect: retribution can "overheal" any affected tenno by up to 100% their BASE health (loki would get 75 health overheal, rhino would get 150),note that this does NOT mean retribution can heal more than it's supposed to, it will heal a tenno a set amounth and, if the tenno's health is full/gets filled while healing, can add the remaining heal as extra health, and only up to a certain limit (the aforementioned one); the "overheal" will only persist up to 10 seconds after the heal is done (either it reaches it's top or the set amounth of healing is compleated), after which the tenno will simply go back to it's normal max health, it will also expire if the tenno is damaged to it's normal max health.the reason behind the name change: retribution inflicts an impact proc on the 10 nearest enemies within a 15 meter radius, along with a 5 second blind, and a 15 second 10% armor n' 30% dmg reduction debuff(again, when ability is maxed, otherwise it's lower and shorter, the "damage reduction" is of damage dealt by the debuffed enemies, just like puncture proc, it's not damage mitigation).total heal, healing rate, enemy target count, blind duration, armor/dmg reduction debuff duration and amounth scale with mod rank.power strenght affects only the max heal amounth(NOT the max overheal), enemy target count, and armor/dmg reduction debuff; duration affects only the heal rate(more duration = faster heal ,just like it does now), the armor/dmg reduction debuff duration(NOT the blind), and the overheal persistance time; power range affects the debuff's reach radius.important note: while the damage reduction does scale with power strenght, it does so on a base+(strenght/2) basis, that is, it's increase is half of the power strenght you have on, so you won't get more than 49.35% damage reduction. reckoning 2.0(aka, crasy massive snakey light show): instead of dropping red orbs, any killed enemies release anywere between 3 to 5 bolts of light that will home in on the nearest squad member, healing it for 50 health, if a bolt reaches the tenno while it has full health it'll just pass though it and retarget to the next nearest one and so on until it heals somoone, but will only target someone once, if there's no more targets left and it hasn't healed it'll just disapear.special effect: if a target affected by reckoning is not killed by the attack, it'll get a 10 second debuff during which, if killed, it'll release 3 smaller bolts of light that will heal the killer for 25health each, if any reach the killer while it has full health, they'll redirect to the nearest damaged squad member (health dmg not shield dmg), these bolts only redirect once, and wont do so if the entire squad has full health.finally, offset the AOE's center 5meters to the front of oberon(right now it's a 15m radius circular AOE centered on oberon, it'd become a 15m radius circular AOE centered 5 meters in front of oberon, in the aiming reticule's direction), this one is just 'cus i felt like it'd be nice for it to have a somewhat more fronty AOE, and it'd up the uniqueness so why dhell not?note: the bolts of light fly around in a wavy/swirly/snakey fashion but also do so very, VERY fast, so as to make them extremely hard ot outrun; also, the center offset scales with power range too, that means the grater your range the farther to the front the AOE's center will be Nekros!: we all know what nekros does best, farming, but the thing is, he's got quite a decent set of abilities, and really shouldn't be used just as a farmomancer, i personally use him for more than just farming 'cus i like him, but exactly for that reason i've noticed he could use some serious yet not very radical tweaking, i think with these he'll be a decent frame, a jack of all trades with a side of farming like he was intended to be.soul punch 2.0(aka, mooks flying everywere!) this one is quite simple, make both target and AOE dmg 50% impact and 50% blast, add an AOE on target were 100 dmg is inflicted(doesn't hit the target, only nearby enemies) and instead of the ability spawning a projectile when the target is hit, the ragdolled target IS the projectile; like before, when the "projectile" hits an enemy it deals 50 impact dmg, though now with 100% proc chance, and when it hits a solid surface it causes an AOE(one indentical to the one caused around the target when cast).also, instead of it causing 500dmg on target when cast, it causes 350 on it when cast and 150 when it hits a solid surfaceboth AOEs have the same range as the one currently caused by the spawned projectile and cause considerable ragdoll, target now gets massive ragdoll in the general direction the reticule was aiming at (exact direction can vary a few degrees from the aim vector, kinda like an inaccurate gun's spread) desecrate 2.0 (what!? tweaking desecrate!?, yes tweaking desecrate!) do not worry my fellow farmers, i'll barely touch it.the only change: instead of it having a 60% chance of spawning a health orb, switch it to it being 60% chance of spawning an orb, with 66% chance it is a health orb and 34% it is an energy orb.why?, well i've seen what nekros can do at high time survival, there's a point were he starts being a better healer than oberon, he even rivals trinity at times, that's not right, this change would make Nekros less of a healer, while making up for it with much needed energy, resulting in a more "overall restoration" kind of ability, which would in turn let the real healers do their job better; besides, it kinda makes sense for a nekromancer to get both health and energy from the dead, so why not? terrify(nope, no 2.0 here, maybe 1.5?) one thing, increase base target count, and give the "terrified" targets a bit of a tendency to cluster together(safety in numbers anyone?) that is all.this ability is awesome, all it needs is a few more targets, and scared mooks not(sometimes) ending up everywere; if you haven't realised that then you're doing something wrong. shadows of the death(nope, no 2.0 here either) easy, increase base number of spawned shadows and max "soul counter"(that's what i call the spawnable enemy counter, right now you can only spawn the last 20 enemies you killed, with this counter increased you'd be able to recast shadows more without having to worry about not killing stuff fast enough to refill it). let all summoned shadows keep ALL of their living counterpart's powers/abilities, including eximus units. also, improve the AI on shadows, they're so stupid right now it hurts, sometimes literally. Excaliburrrr, Excaliburrrr, from the orokin void! i am looking for him! i am going to terminuuuus!: FIRST, THE STATS now while some may think excal has average stats he actually has subpar ones, he's a bit too squishy, and for some reason has lower stamina than every other warframe (most frames have base 100 stamina, the exceptions are excal, valkyr and hydroid; excal has base 80, the two others have base 150), so: we go from this: to this: health: 100 health: 100 shields: 100 shields: 100 energy: 100 energy: 100 armor:65 armor: 100 stamina: 80 stamina: 100 speed: 1.0 speed: 1.0 this way he'll have normal stamina and be more durable, without delving into tanky territory. SECOND, THE ABILITIES(kinda) now before i get into detail on the actual skills, i have to explain a particular status condition i came up with, it's kinda long to explain and might be kinda complicated to implement, but it's functioning is not as complex as it may seem. MAIMED: all affected enemies have an overall change in behaviour; all grounded enemies will limp when walking/running, be unable to jump as much, and have overall "clumsy" locomotion, while flying enemies will fly lower and with less flight control (this should effectively reduce enemy movement speed by around 15% for "humans", 20% for robots, and 25% for infested). enemies will also be less agressive, attacking a little less often, and have slightly reduced accuracy, while also having a higher tendency to go behind cover when applicable (robots and infested don't go behind cover normally, so they won't be doing it now either). special effect: knockdown interaction on "humans": all "human" enemies knocked down while maimed/impaired will go into a "downed" state (NOT bleedout, they keep their normal health/shields/armor) that lasts about 5 seconds (this includes the couple seconds they'd be incapacitaded by the knockdown, so the "downed" state actually lasts about 3 seconds, they also automatically get up if the maimed/impaired status expires and they can move already), they can attack you while downed(as well as move very slowly, just like tenno/rescue-targets), but have reduced accuracy(lower than when just maimed/impaired), and will make getting cover their top priority. on robots and infested: they simply take about 2 times longer to recover from a knockdown. on all flying enemies: flying enemies are forced to fly along the ground for around 3 to 4 seconds after being knocked down. this is an ability only status, just like blind, and it's duration is defined by the ability that caused it; it should be noted that this status does NOT stack, but reapplying it while active will refresh it's duration. OK NOW REALLY FOR THE ABILITIES: SLASH DASH: first of all, make it so slash dash freely passes through enemies no matter what (this includes shield lancer shields), it shouldn't pass through walls/solid objects though, only enemies. second, change speed/duration to 45/50/55/60 mps for 0.35 seconds (current is 30/32/34/38 mps for 0.55 seconds); as before, power duration affects speed but NOT the actual duration; range stays as is currently. make it so slash dash uses the melee combo multiplier, and add a 20% dmg bonus to blinded enemies, multipliers are additive (example, you have a x2 combo multiplier and hit a blinded enemy on a maxed slash dash, you deal 500 x (2 + 0.2) = 1100 slash dmg) slash dash increases the combo counter by 1 per enemy hit, but only uses the multiplier one has on cast, it does not increase dmg during the dash itself. base dmg is the same as currently. finally, remove any chance for bleed proc(the multipliers should take care of dmg), and add 75% chance(90% chance on blinded enemies) to inflict a 7/8/9/10 second maimed status on any enemies hit, any enemies that make direct contact with excal's energy skana get a forced maimed status (also 7/8/9/10 seconds), maimed status duration is affected by power duration mods. RADIAL BLIND: so, we all know radial blind needs some fixing, but we don't want it to be losing too much either, here's how i think that could be acheived. make radial blind not be able to go through walls(this includes both room's walls and the walls of things like boxes and air ducts), while letting it go through everything else(be it some obstacle, something from the environment, other enemies or whatever). reduce range to 8/12/15/20 meters (right now maxed mod range is 25 meters) radial blind would "reset" the enemies's AI once the blind ends, that is, return them to "unaware" status, thus allowing excal to escape if he manages to go unnoticed; this wouldn't override security alerts, so they'd try looking for you as soon as posible if the alarms are still on. make it so the light/AoE lasts for 1.5 seconds(affected by power duration) reapplying the effect every 0.1 seconds (the effect is applied at the START of the tick period, so it'd be 15 times in 1.5 seconds, applying the effect at the start of the flash but not at the end), already blinded enemies would NOT be "re-blinded" with the same cast, this is for enemies that get in range or appear from behind walls while the flash lasts also, if anyone needs an explanation for radial blind's light passing through pretty much anything, the void defies logic, so we can say radial blind uses " the void's light", and thus it's light would defy logic, besides, i don't see anyone complaining about how ember makes fire without fuel, and no oxygen is NOT fuel. SUPER JUMP: add an AoE stun on take-off, similar to the one in smokescreen, but with only a 1/2/3/4 meter radius(range unnaffected by power range). add a 1 second invisibility( end coincedes with the jump's appex), no visual effect, it is to give the effect that excal made an "unexpected move", hence enemies not seeing him untill he's way up in the air. duration is NOT affected by power duration. change the jump height to 4/6/8/10, affected by power strenght as before. make it so super jump can be use at any time(excluding while in midair of course), this would make it so super jump does a "super version" of whatever kind of move pressing jump at any given time would trigger, to be specific: when jumping normaly it's just super jump. when jumping while wall running or wall clinging it'd do a super version of what happens when you let go of the jump key (a super diagonal jump for wallrunning, and a super backflip for wall clinging) when sliding, it'd be a super frontflip. all of these would more or less respect the normal direction the moves take, not just go further upwards. special move, super slam(costs 15 energy): when using super jump (after the 1 second delay abilities get when you cast it, which coincedes with the jump's apex), you can press the skill key while in the air to trigger a "super slam", this is similar to a normal melee jump slam, but excal uses his energy skana, which has the same energy trail it gets in slash dash and radial javelin, excal also gets the same energy trail he does when using slash dash/super jump, and a small diagonal parabolic energy field under him(somewhat like the one in slash dash, but much smaller and with a more "concentrated" look), note that you would NOT be able to trigger the "super slam" unless you used super jump to get in the air. the effects are the following: the move accelerates excal greatly, but without altering his trajectory, he will move in the same trajectory he would if he used a normal melee jump slam, but much MUCH faster (about 3 times faster), the acceleration is unnaffected by power mods. the move has a 0.5 meter radius AoE around excal where it deals 80/95/110/125 slash damage, and will freely pass through any enemies it hits in it's way, it will keep going untill it hits the ground. once it hits the ground(the energy skana that is), it makes a 5/6/7/8 meter radius shockwave (animation would be different from heavy impact, it wouldn't go along the ground and be overall more spectacular looking) dealing 175/200/225/250 damage (50% impact 50% blast) with forced blast proc on all affected enemies. all damage is affected by power strenght, and both super slam radiuses are affected by power range. as you may have noticed, using just super jump would still cost only 10 energy, but using the super slam would cost extra energy for the extra effect. RADIAL JAVELIN: first of all, reduce the post-cast animation time, it takes too long, it'd be ideal to make it last the same as the cast time(both would last about 1 second) radial javelin shoots a MINIMUM of 7/10/12/15 javelins, which will target the FARTHEST enemies within range(priority is given to the ones that are not knocked down or "downed"), more than one javelin can target an enemy if there's less in range than the amounth shot, and more javelins are shot if there's more enemies within range(no real target limit), all javelins will freely pass through anything in their way untill they reach their targets. (minimum javelin count is unnaffected by power strenght) the javelins deal 800/900/1000/1100 damage to their targets (50% puncture, 50% slash; affected by power strenght, uses the melee combo multiplier), and 50 damage to any enemies they hit in their way (again 50% puncture 50% slash, but unnaffected by power strenght, and doesn't use the melee combo multiplier); note that radial javelin does NOT increase the melee combo counter. all damage gets a 20% boost when hitting blinded enemies, just like slash dash. when the 7/10/12/15 FARTHEST enemies within range(that are not knocked down or "downed") are hit by their designated javelins they are forcibly ragdolled/pinned to walls, regardless of whether they were killed or not by the javelins; all other enemies impaled by the javelins have a chance to get ragdolled/pinned to walls too, but it's far from guaranteed. note that bosses can't be pinned to walls/are inmune to ragdoll. all enemies pinned to walls will be stuck there for 6 seconds (unnaffected by power duration), after which the energy skanas/javelins will disapear(both the ones on pinned and not-pinned enemies). all enemies impaled(that is, all that got a javelin shot directly at them, not just the minimum javelin targets) while knocked down or "downed" are pinned to the ground for 6 seconds(again, unnaffected by power duration) all enemies hit will get staggered and slightly pushed backwards(somewhat like an impact proc, but also take a few steps backwards, the whole thing would last for about 2 seconds, unnaffected by power duration); pinned/ragdolled enemies will be similarly stunned(they'll just be incapacitaded for a couple seconds though) all enemies impaled get a 7/8/9/10 second "maimed" status on hit(affected by power duration), this also results in all ragdolled enemies going into "downed" state,due to the status's interaction with knockdown; the pinned enemies don't go into "downed" state, but get similar effects, they too can still shoot at you, and get both the accuracy debuff and reduced agressiveness, but(obviously) can't move while pinned. interaction with bullet attractor: only the 7/10/12/15 minimum/farthest-targets javelins are affected by bullet attractor, when this happens they'll instantly change their target to that of bullet attractor, thus won't be passing through it and will do full dmg/cause the corresponding effects. btw, i haven't put many hard numbers 'cus this were meant as functionality reworks, putting numbers on all of it would need proper testing imo, and unless someone gives me the game's source code/engine/etc, i can't do that. (note: all numbers i DID put correspond to maxed ability mods)so, feel free to comment, constructive criticism is apreciated, non-constructive criticism means you get no cookies, and i'll send an army of moe-ninja-robot-maids after you (way worse than it sounds). Edited October 24, 2014 by phazefox
Iraetus Posted May 25, 2014 Posted May 25, 2014 fix your black text. Its inconvenient. Use the spoiler tag instead.
phazefox Posted May 25, 2014 Author Posted May 25, 2014 (edited) i know, been trying to do that for a while EDIT: done, fixed black text, don't know how to use the spoiler tag though thanks, person bellow this post(aka kubmix), the first post is now spoilered for convenience, REJOICE TENNO! REJOICE!!! Edited May 25, 2014 by phazefox
kubmix Posted May 25, 2014 Posted May 25, 2014 (edited) EDIT: done, fixed black text, don't know how to use the spoiler tag though [/.spoiler] Without dot after / Edited May 25, 2014 by kubmix
Paul_Pianoff Posted May 25, 2014 Posted May 25, 2014 Your version of Hallowed Ground seems to be pretty good. Not so sure about Smite, though. Also, his Rejuvenation needs a serious rework.
t045ter Posted May 25, 2014 Posted May 25, 2014 hallowed ground 2.0(aka, now THAT feels hallowed):make area a bit wider, add slowdown debuff for enemies while they stand on it(small yet noticeable); also, add a small dmg mitigation buff for allies while they stand on it as well as constant heal(heal is very slow, as in rejuvenation aura slow), everything scales with power strenght. also, while dmg done to enemies stacks with multiple hallowed grounds in the same place, neither the slow debuff nor the dmg mitigation buff or the constant heal stack(heal DOES stack with rejuvenation auras though); tweak numbers for balance. Trouble with this is every ability would produce health. If the hallowed ground gave an increased recharge to Stamina (while standing on them) this would be great for melee.
phazefox Posted May 25, 2014 Author Posted May 25, 2014 (edited) ...Not so sure about Smite, though. Also, his Rejuvenation needs a serious rework. well "smite", makes me think of hammers, so i was thinking "make it hammer like!" and the 100% blast proc felt right with both that and as a way to mess with enemies, i might change it later on though; and yes rejuv is next on my reworking list, you'll see it up there... someday. Edited May 25, 2014 by phazefox
phazefox Posted May 25, 2014 Author Posted May 25, 2014 (edited) Trouble with this is every ability would produce health. If the hallowed ground gave an increased recharge to Stamina (while standing on them) this would be great for melee. great idea, mind if i use it up there?, and yhea thinking it over it does seem like too much, besides dmg mitigation + heal is sorta overkill no matter how small both are, and the stamina thing synergises perfectly with the slow on enemies, GOOD SIR YOU ARE A GENIUS!, or not, but at least you had an awesome idea. btw, does anyone know if there's a way to edit quotes into a post? don't wanna have to repost like this again in case i feel like posting something right under a post i just made (first time making a thread, pls excuse my forum noobness) Edited May 25, 2014 by phazefox
AscendantWyvern Posted May 25, 2014 Posted May 25, 2014 I definitely agree with your idea for Hallowed Ground. One would expect something with the word "Hallowed" in it to have some sort of supportive effect.
phazefox Posted May 25, 2014 Author Posted May 25, 2014 (edited) ...One would expect something with the word "Hallowed" in it to have some sort of supportive effect. my thoughts exactly, you can't use the word "Hallowed" without making sure it makes sense. ...maybe i should stop replying to my own thread Edited May 25, 2014 by phazefox
t045ter Posted May 25, 2014 Posted May 25, 2014 (edited) great idea, mind if i use it up there?, and yhea thinking it over it does seem like too much, besides dmg mitigation + heal is sorta overkill no matter how little both are, and the stamina thing synergises perfectly wiht the slow on enemies, GOOD SIR YOU ARE A GENIUS!, or not, but at least you had an awesome idea. Thanks & and you are welcome to use it :D Edited May 25, 2014 by t045ter
phazefox Posted May 25, 2014 Author Posted May 25, 2014 (edited) Thanks & and you are welcome to use it :D HORRAY! COLLABORATION THREAD! XD (>^.^)> thou shall have kirby hugs <(^.^<) EDIT: done, though i changed it up a bit to give it a more unique feel, gave credit for the ideas too, COLLABORATION POWER TO THE MAX! XD Edited May 25, 2014 by phazefox
Prany Posted May 25, 2014 Posted May 25, 2014 (edited) Jumping in as promised, phaze. I could agree with t045ter that little bit of both damage mitigation and heal could be bit much. Maybie only one of those but stronger. And my two cents: renewal - make it's buff persist even when health is full. As it stands now, renewal isn't suitable for reactive gameplay, so greater emphasis on party buffing could be better thing for this skill. Edited May 25, 2014 by Prany
[DE]Momaw Posted May 25, 2014 Posted May 25, 2014 1.) Smite is weird and random and the damage, like all warframe damage abilities, does not scale well. Instead of seeking orb thingies, make Smite knock down the target and throw nearby enemies away from them, and leave a vulnerability effect on the primary target that lasts 5-10 seconds. Vulnerable enemy takes increased damage and attacks against them have an increased chance to trigger status effects. 2.) Hallowed ground.... Pointless. I took it off. The damage doesn't scale and the only enemies that you can reliable get to plow through it are melee goons. Make this a large circular PBAOE that slows enemies and gives players standing on the hallowed ground some resistance to incoming damage. 3.) Renewal isn't strong enough to be a reactive defensive feature like Snow Globe or Bastille and it's too clumsy with its long activation and seeking orbs to be a reactive heal for team mates, while at the same time it cannot be used preemptively because it has no effect on full health allies. Meh! Make this a heal-battery that attaches to team mates. When you use Renewal, orbs seek out and stick to team mates either permanently or for a rather long duration (at least a minute). This orb has a charge of X health points, which it will automatically give to the person it's stuck to as needed until it's depleted. Basically granting a layer of "ablative hitpoints" to your team mates, limited by the rate at which the orb can heal them and the total health it carries. 4.) Reckoning is capable but boring. Would be more interesting if it held enemies suspended for several seconds during which Oberon is invulnerable as he sits in judgement of the affected enemies. Makes it both crowd control and a limited sort of personal defense.
phazefox Posted June 30, 2014 Author Posted June 30, 2014 (edited) update[06/30/14]: tweaked reckoning and renewal(both of which i added a while ago), and also tweaked smite. btw, anyone got any clue as to what the guy/girl above this post means? all i see is an unnamed quote that clearly refers to oberon's current abilities, not my sugestions, and i'm not sure he/she read the original post. Edited June 30, 2014 by phazefox
Falufa Posted June 30, 2014 Posted June 30, 2014 I like the idea you have for weakening enemies via the orbs for Smite, but I was thinking the weakening mechanic could be applied to Reckoning, instead. For example, enemies affected by Reckoning would have a 40% damage debuff applied to them for 10 seconds. The damage reduction could be increased by power strength. To balance it, Reckoning would not be usable until the debuff wears out or all enemies affected are dead and would not debuff bosses. Renewal I think can still be saved. I was thinking it should be an AoE that applies instant health and stamina regen on nearby players and grant them a large buff (x3 or x4) to revival speed, all for X seconds. The health regen would stop immediately if the character reaches or already is at max health, but the stamina regen and revival speed buff would remain until the duration ends.
phazefox Posted July 1, 2014 Author Posted July 1, 2014 (edited) @Falufa if you read though the whole thing, you'll notice a few things: first of all, Retribution isn't a replacement skill as much as it is a tweak n' add stuff to Renewal along with a name change, it basically keeps the current renewal's mechanics, overall buffs it, and adds an AOE debuff, which takes care of the weakening you are putting on reckoning, not to mention the same is done by smite, which has the weakening on target, AOE AND the balls, i also don't like the idea of making renewal an instant AOE heal, even with a diferent buff it'd still be too much of a lesser blessing, and a great deal of renewal's uniqueness and some of its usefulness comes from how it works right now(the balls reach n' heal you gradually thing). regarding the stamina regen you mentioned, i put that on hallowed ground(read for details). also, besides renewal/retribution, reckoning is the only way oberon has for reliable healing and heavy damage (the heal on smite's orbs was a tiny boost ot their usefulness, and the chances for them actually doing anything is still very low), not to mention it's the only reliable way he has to heal himself(and being an ultimate it's a very expensive one), considering this, giving reckoning a cooldown of sorts would severely limit both oberon's dmg output and his healing capabilities, i considered puttign a proper debuff on reckoning at first too, but it'd either be too powerful(without a limiter) or not powerful enough(if given that kinda cooldown) lastly, if you look at then all(my reworks that is) they kinda follow a "multipurpose everything" route, to be precise: smite2.0: debuff/CC and dmg with a teensy bit of slightly probable healing, basically a jack of all trades but king of none. hallowed ground2.0: dmg, protect n' debuff, no healing at all but it hits your foes, makes them more vulnerable and buffs your team up, so long as everyone stays in range that is. renewal=>retribution, heal n' debuff, not better than other frames at either, but both parts of the ability do so in unique ways and synergise well with the rest of oberon's powers. reckoning: heal and dmg nuke, it was meant to be this from the start, i'm just trying to make it do so better. mmmhhh, i think i'll put those descriptions as a TLDR for the first post, it' might just make things clearer. EDIT: daaam, this post resulted WAY longer than i expected, sorry for long post of doom to anyone reading this thing. Edited July 1, 2014 by phazefox
Prany Posted July 1, 2014 Posted July 1, 2014 Now that is reckoning I can get behind. After certain level it just can't kill and health orb gimmick doesn't come in to play. With that debuff reckoning's scaling should go up a bit.
phazefox Posted July 1, 2014 Author Posted July 1, 2014 (edited) @prany, not to mention the health orb gimmick really doesn't cut it, kinda spawning some health orbs is just not a reliable enough way for healing, heck even nekros does that better with desecrate, and this way you need no carrier to get healed, 'cus right now you have to stay and look for the orbs yourself if you have no carrier, and that's anoying as hell. Edited July 1, 2014 by phazefox
WubbaDubDub Posted July 1, 2014 Posted July 1, 2014 I think Renewal would be great if it worked more like the Rejuvenation Aura - and possibly toggle-able. Been thinking this for a while actually
phazefox Posted July 2, 2014 Author Posted July 2, 2014 (edited) @Wubba, interesting idea, but i'm not sure that'd work very well; on one hand it'd mean you wouldn't have to wait for the balls to reach you, but on the other hand you'd have to wait till noone's damaging you to get healed, which imo kinda defeats the purpose of ability healing, might be just me, but i think healing abilities should be able to heal you in the thick of battle, otherwise you can just slap on a rejuv and wait for healing while on a safe spot. EDIT: well this is one weird page header... MOAR EDIT: tweaked reckoning a tiny bit, also tweaked(read: nerfed) smite's heal, 'cus i thought of it as a terrible yet feel nice healing mechanism, the heal is supossed to be "a nice bonus" not a feature. Edited July 2, 2014 by phazefox
phazefox Posted July 3, 2014 Author Posted July 3, 2014 (edited) added nekros rework/tweak to the original post, changed name of thread to reflect changes, weren't expecting that one were you? Edited July 4, 2014 by phazefox
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