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Oberon tweak ideas


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What if Hallowed ground worked like Nezha's fire walker? Stunning all enemies caught in the fire and dealing damage overtime.

What if Reckoning worked like shield polarize? imploding enemy armor dealing damage based on armor value

What if Renewal cleared all status effects, moved 3x faster, and instantly revived allies at 50% of their health and shields (with a small window of invulnerability so you wont be stuck in a death loop)

 

Discuss.

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All in all, Oberon's Ult damage really needs to be more reliable. It's not the fact that it's too weak, it's the fact that it's damage goes all over the place and will hit harder or weaker at random.

Hallowed Ground is just an odd ability. Making it act as a stun carpet could work, however.

The changes you request for Obbys 3 are ridiculous, in all honesty. The revive is essentially what one of the Focus abilities is, and it already increases people's down timers. Besides that, doesn't Oberon's 2 act as a Cleanse already?

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12 minutes ago, (XB1)Graysmog said:

The changes you request for Obbys 3 are ridiculous, in all honesty. The revive is essentially what one of the Focus abilities is, and it already increases people's down timers.

Unairu's ability IIRC is essentially Atlas's petrify. And the increased timer is useless when it takes so much time to get to them, an increase in speed doesnt sound too ridiculous to me

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Iirc, Hallowed Ground does damage over time. What it does need is to be more permanent like Snow Globes but expire either when it does an amount of damage or a set amount of cleanses. It should also combo with all his other abilities, similar to what most reworked frames do. On top of following Oberon around as a radial he could lay down (and possibly expand) by holding down 2, maybe if you cast Smite on Hallowed Ground it hits all enemies on it (and buff all allies if the aug is chosen).

Armor implosions would make more sense on Mag's Crush tbh. If I had to suggest anything for Reckoning, it could triple damage of travelling smite orbs, blind all enemies on Hallowed ground in range, and have more damage, range and duration while his health, shields and energy (respectively) are lower (up to 99% extra at 1% of each) to make it a double edged act of vengeance.

Renewal actually does cleanse status effects, but only when the target hits full health. For renewal, make it a flat 75 energy cast, scale it with melee mods (flat healing increase for damage increase, added duration with status duration, flight speed with attack speed), grant energy regen (.5, 1, 1.5, 2) that scales with shield regen mods, and orbs speed up revive times. Maybe even be faster and more effective while used while channeling a melee weapon (and drain channeling energy per person healed or cleansed).

And for a passive, "Perfect Imbalance", which makes Oberon gain armor when he gains maximum energy, and gain maximum energy when he gains armor.

 

Overall, make him weirdly nuanced in several unused areas that allow him to benefit from practically everything. It would make him quite complex, but that's hardly anything new since most frames have hidden quirks you'd need a wiki to find out.

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