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Coming Oberon Changes


[DE]Rebecca
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So...seeing how it says "next major update" and today you teased the new tileset again on FB....is it alright to assume that this week will be 14.5?


Because that's definitely what you make it sound like......and if that wasn't intended then please get your wording and teasers straight....I'm hungry for content...been ages since we saw actual content for anyone that isn't a new player. (Dogs don't count...they offer like 1 hour of gameplay and maybe 3 days of fun before they turn into "whatever")

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The Armor buffs will probably stack - 20% base, 40% with two, 60% with three, etc

 

My concern with that is the sheer energy expense it'll carry.

 

Yeah, that's what I figure they're planning at the moment. Personally I'd rather have a decent buff without stacking — in the current proposal the energy cost to get it to a decent level of benefit is, as you say, exceptional. There's also the amount of time you'd need to stand there casting it repeatedly, which also leaves you vulnerable.

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So...seeing how it says "next major update" and today you teased the new tileset again on FB....is it alright to assume that this week will be 14.5?

Because that's definitely what you make it sound like......and if that wasn't intended then please get your wording and teasers straight....I'm hungry for content...been ages since we saw actual content for anyone that isn't a new player. (Dogs don't count...they offer like 1 hour of gameplay and maybe 3 days of fun before they turn into "whatever")

The only problem I see with Wednesday being U14.5 is we're still on build 14.2.4. Can a developer just jump from 14.2 to 14.5?

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Also, will we get a few visual indicators with Hallowed Ground and Renewal's effects? Perhaps something like the following:  

 

Hallowed Ground: Players standing within the ability are encased in a yellow glow. 

 

Renewal: Players affected by Renewal should be given a visual effect as well, but it would be helpful if the Oberon-user had some sort of indicator in his HuD to identify affected squad-mates. Such as a small green circle next to the player's name/profile icon. 

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So... I'm not sure what the point is of the radiation if they're blinded? Whenever I blind someone, they just kinda turn in place and scream nonsense.

 

I may have misread that so feel free to correct me.

 

From what I understand, the blind is not applied to surviving enemies of Reckoning. It's the impact caused by surviving enemies that blind others that wander into the AoE during the casting animation. Surviving enemies will have the forced radiation proc, and will likely target any nearby blinded/confused foe after standing.

 

 

reckoning's forced proc is either too strong, or all the other ults which don't have forced proc need to be adjusted to have it along with oberon, like mag

 

I disagree with the former. In my opinion, the proposed changes to Reckoning are a step in the right direction. Ultimates that lack reliable utility (Crush, Avalanche, Radial Javelin, and so on) should follow suit.

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The only problem I see with Wednesday being U14.5 is we're still on build 14.2.4. Can a developer just jump from 14.2 to 14.5?

 

Actually, they can. The numbering system isn't bound by any external regulations, and DE can skip ahead as many places as they would like. While it's true that this gap in particular is quite large, the jump is still a possibility. 

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Or people could stay by the friggin' pod.

 

EDIT: Oddly, nobody whines about snowglobe having this issue.

 

Because Snowglobe, by virtue of protecting the pod, directly enables running around and not being stationary. The difference here is obvious.

 

As for telling people to stay by the pod...you can argue against player psychology all you like, but it won't do a thing. It's better to balance and design abilities around reality, rather than an imaginary ideal that does not exist.

 

So much yes to these. Broberon and excalibro for life!

*insert 4 more years chant here*

 

 

As furby said, it's really the point of Oberon. He isn't supposed to do anything really super well, rather do a bunch of different things moderately well. That's what Paladins are, all arounders.

 

Same thing here. This is a nice idea, but doesn't really have any worth in actual gameplay. The all arounder is not a desireable role. Specialists always outperform overall. You can see this clearly in playerbase tendencies. Even a frame like Nekros who has one single solitary useful ability is still heavily played because that ONE ability is as useful as it is.

 

Specialization is always, always more compelling in actual practice than generalists. That's just how people work. Better to go with it than fight a futile battle with player psychology that is not going to change.

Edited by Fiaryn
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This makes me sad... This and the launchers/snipers update are gonna take so long to get to us T-T

 

Such is the hazard you take upon yourself when you play on a console instead of a PC. Updates are delayed by your console maker cause they don't want a ton of bugs in the games on their console. On PC, they can have bugs and expect them, since we're actually testing the game on a solid and established product instead of one that won't be used in a year or two when the new console hits the market.

Edited by Cradicias
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WOW!  I'm so happy Oberon is getting some changes!  Okay, looking this over, these are my comments:

 

Hallowed Ground:

 - Does the proc resistance extend to all status effects? Like knockdowns (from heavies and ancients) and corpus laser barriers?  Because if not, I feel it should.  Also, I personally think the armor buff should not stack with multiple casts, and instead have a higher base value at max rank. The way this power functions makes it tough to use consistently in most gameplay, so it could stand being slightly more beneficial.  If it will need to be cast multiple times for a significant benefit, I'd hope to at least see it have a much longer base duration.  Oberon can't really afford more power-intensive abilities, what with his low base power.

 

Renewal:

 - This looks really good.  My only concern is the energy drain rate.  I hope it is very slow, similar to Hydroid's puddle.  Again, Oberon has a low power reserve and this ability will have no effect on allies who are not ailing.  It also heals slowly.  If the drain rate isn't too high then this is actually pretty awesome.

 

Reckoning:

 - I feel this could use a chance to receive health and/or energy orbs from affected enemies, even if it's only 50%, just to keep in line with that support theme.  Otherwise, the current changes are definitely great.

 

Overall, what excites me the most is the potential for Oberon to be a solid Defense frame.  Thanks a lot for working on him.  I'm SO ready to dust him off!

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Another idea I'd like DE to consider, as an alternative to Hallowed Ground's current... thing.

 

After activation, for 10 / 15 / 17 / 20 seconds, Oberon will leave a trail of the Hallowed Ground effect behind him wherever he walks. It's an interpretation of the idea of "flowers growing in your footsteps", as befits a frame named Oberon.

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The only problem I see with Wednesday being U14.5 is we're still on build 14.2.4. Can a developer just jump from 14.2 to 14.5?

Of course they can...it's THEIR game.

They could go ahead and name the next patch 25.1543.

And they've skipped as much as 4 numbers before(after the dot)...it's not the first time.

Edited by Shehriazad
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Because Snowglobe, by virtue of protecting the pod, directly enables running around and not being stationary. The difference here is obvious.

 

As for telling people to stay by the pod...you can argue against player psychology all you like, but it won't do a thing. It's better to balance and design abilities around reality, rather than an imaginary ideal that does not exist.

 

 

Same thing here. This is a nice idea, but doesn't really have any worth in actual gameplay. The all arounder is not a desireable role. Specialists always outperform overall. You can see this clearly in playerbase tendencies. Even a frame like Nekros who has one single solitary useful ability is still heavily played because that ONE ability is as useful as it is.

 

Specialization is always, always more compelling in actual practice than generalists. That's just how people work. Better to go with it than fight a futile battle with player psychology that is not going to change.

While I understand that you're talking about the practicallity of Oberon in gameplay, I still feel like I have to state that I personally prefer playing the "all arounder" role. I like Oberon and Excalibur because they have a variety of abilities and uses and are more balaced(more true in the case of excalibur). I've played the role of the "specialist" warframes, and I myself don't like being limited to one or a few uses, rather filling a couple of roles with one character even though the trade off is I'm not as powerful as the specialists. Besides, having one all arounder on the team opens up at the least 1 spot for a specialists to fill that isn't covered by the other players.

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While I understand that you're talking about the practicallity of Oberon in gameplay, I still feel like I have to state that I personally prefer playing the "all arounder" role. I like Oberon and Excalibur because they have a variety of abilities and uses and are more balaced(more true in the case of excalibur). I've played the role of the "specialist" warframes, and I myself don't like being limited to one or a few uses, rather filling a couple of roles with one character even though the trade off is I'm not as powerful as the specialists. Besides, having one all arounder on the team opens up at the least 1 spot for a specialists to fill that isn't covered by the other players.

 

Sure. There will always be those who will be okay with that even though it's strictly inferior. I have my own problems with the hyper specialization encouraged in Warframe. As an aside, I'd like to say that specialization being rewarded and generalists being punished, mechanically, isn't really unique to Warframe. Very few games with RPG elements don't shake out that way. I particularly dislike the entire paradigm of your Warframes mods being slotted as mods rather than innate, because this system provides incentives to drop all but one or two abilities, often times fun to use but unnecessary abilities, in the name of more raw stats. I think it's a shame that the current system, oft as not, encourages us to remove half the things that make our frames special.

Edited by Fiaryn
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Because his powers revolve around radiation, maybe? Renewal is HoT. And how is making allies immune to proc and increasing their armor not a buff?

The radiation proc is applied to enemies actually hit by Reckoning; the blind is applied to other enemies who are near to a Reckoned enemy, but who were not themselves Reckoned

That's what I...reckon...anyway (bad, I know XD)

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