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Oberon Redisgned


Nirune
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Hey everyone, I know there's probably a lot of these topics out there re-balancing, remaking, hate and mimicry on "remaking frames". I main Oberon i honestly love Oberon as is, I may be one of the few people who does enjoy his kit even for sortie/kuva flood. I've been asked since talks of Oberon rework have come up what i as would enjoy seeing changed or tweaked, my anwser was typically make my 4 do more damage and hallowed ground give a heal over time for those who stand it in. I felt that was great and simple, but I began to think about newer frames and older frames and what i felt was balanced vs Oberon's kit being "weak or under balanced". I talked with a few other Oberon mains the few i found and we kind've pieced together something.

Now before a rework can take place it's best to understand what type of class Oberon is, i know in the past he was labeled as a paladin. The way i play oberon i like to think of him more as a fae trickster, confusing enemies using forest magics to heal and censer of de-buffs. The way i typically play Oberon i use Djinn simply for "immersion" purposes as djinn leads them into the forest and Oberon kills them, like myths of forest spirits who lure people into the forests never to be seen again. I'm a massive fan of Oberon's passive i'm aware people hate it but its in my opinion one of the most useful passives in the game, No matter what level the enemies are if they summon any type of animal they are almost instantly converted to Oberon's side. I've had moments where the crazy kavat ladies spawn 4 and instantly those kavats turn on her and start attacking. Hell, on earth if Oberon converts the wild kubrow it actually loots S#&$ for you and brings it back to you. If i'm being honest the animals aren't very strong so the only thing its really doing is causing a distraction while you move or attack, but this passive gave us the idea for this rework.

Oberon in his current state

  • Passive: Converts animals every few secs, animals that stay within range of you stay converted those who walk out of your range stay loyal for a duration and can be "re-tamed" if they enter your range, Basically if you think of Oberon giving out an invisible pulse every 10 or so secs that converts animals.
  • Smite, and exceedingly useful skill. Knock down VIP's IE bombards, red crewmen, really anything majorly threatening. on lower-mid tier missions this skill can one shot whole spawn platoons. 
  • Hallowed ground. thought to be one of the most useless skills of Oberon. Its simply not true its fantastic against bosses or really anything elemental based including manics, Basicly if you stand in the hallowed ground it cleanses any de-buff you have on and will nullify any incoming elemental de-buffs like viral, knockdown what have you. Fantastic in sorties against ruk as it pretty much negates any of the fire DOT you just take damage of the initial hit which is lowered because hallowed ground also gives an armor buff.
  • Renewal, hands down his best ability its not like Trinity's heal but in some ways its better. I run with a str/duration build meaning it heals 300hp to start with the duration it increases heals per sec meaning i go from 2 hp to full almost instantly, but since its a heal over time it allows for moments like high level flamers or toxin. I've sat there and watched myself heal through ancient toxin's uber toxin strike in sorties simply because i was healing as much or more then i was losing per toxin tick. This + hallowed ground means cleanse and health. it also heals pets and sentinels which means i get to keep my sentinels way longer then most classes do. it also increased bleed out timers on those who have fallen the augment is "kind've useless" automatic resurrect those who were under the effects of renewal as they died meaning they had to have been being healed as they died.
  • Reckoning, I love this skill IMO its really a bad skill without the augment mod. I know some Oberon's will disagree but that augment is just ridiculously useful. When used reckoning will irradiate all foes within range and any foes who see foes picked up with reckoning go blind. With the augment every foe lifted up by reckoning it creates a irradiated cloud for 10 secs that irradiates any foe that walks into it, as well as give you hallowed grounds effect of cleanse and armor buff for those who stand in the cloud. Now this skill is pretty weak on its own, even with my build without a nova or banshee the damage curve is unforgiving for this skill. once foes are about 80+ reckoning becomes basicly a CC skill, which is fine and honestly great. I don't think its a good 4 skill simply for the low damage it gives out on base hit. Without the augment its very underwhelming even with a pure efficiency/range build simply because those clouds help out so much.


New Oberon Reworked

I want to state this wont make Oberon OP the idea of this build is to balance him with current frames, even with this tweak ember's will still out kill Oberon. Mirage will still reign supreme and telos boltace will still be spamming your screen. The idea was based on frames currently in the game how would i as well as a few others like to see Oberon be changed too, if we had a say.

  • Passive stays the same
  • 1: Will-o'-the-wisp, or Fae fire. Like Djinn's passive or Titania's lantern you would press one like nova's 1 it would shoot out a orb infront of you(direction can't be changed unlike nova's), that would depending on range either stop mid air or bounce off 1 wall. IE i could shoot at the floor it would bounce once and stop if it hit a ceiling, or aim it at a corner and it would only bounce once before sticking to a wall. once the orb comes to a stop it would light on fire drawing enemies(like lantern) to the fire, dealing a DOT to those standing in the fire after the duration expires it would explode causing radiation or fire damage(like smite's chances of radiation or puncture) based on range and hit everything in range damage increased with power strength. Nullifier bubbles would cleanse those effected by the fire's draw and de-cast the fire if touched by the bubble. The floating fire/orb would take on your energy's color and when primed Oberon comes out the orb would be gold the fire would match the energy still.
  • Hallowed ground (tweaked), now for Oberon to still be Oberon since this rework removes his 3 Hallowed ground would instead be a circle cast from you duration based that is placed where you cast it(like current hallowed ground only a circle not a rectangle). Those who walk in the circle are healed and cleansed it would still do next to no damage to enemies walking into it, and the augment for hallowed ground(recast to irradiate all enemies in the hallowed ground) would still work. it would also still give the armor buff that normal hallowed ground gives. Basically Hallowed ground with the heal effect Nidus's 4 gives. Nidus gets maggots, oberon buffs armor and cleanses debuffs. I'm aware oberon mains including myself hate the idea of this but bare with me (this caused a few arguments.) people within the circle who go down would have increased bleed out timer. Phoenix's Renewl augment would also work but only those in the AOE. Health per sec effected by power strength.
  • Reckoning becomes 3: don't change the reckoning, its fine the way it is its just IMO not strong enough to be oberon's ultimate. Augment would stay only the casting cost would go down. Maybe even take away the blinding effect if considered too overpowered not that the blinding now is really that noticeable.
  • Call of the Wild, when my friend came up with this at first i was like that's dumb but the more i thought about it the more i loved it. Basicly depending on the map type it would spawn different wild animals akin to nekros' shadow legion it would summon animals on the field based on tile sets. Orokin/derelict/corpus/infested corpus-wild Kavats (un-scan able), Earth/jungle- Feral Kubrows, Grineer ship/ship yard- Drahk/Hyekka, Grineer settlements Desert Skate/Drahk/Feral Kubrows, Infested grineer- Drahk. I want to state unlike shadow legion they wouldn't re-summon on you when recast the skill would be a duration/strength based with the animals either dieing or fading away after the duration is completed. I feel since they don't have weapons you shouldn't have to kill them to gain souls so to speak like Nerkos's 4. It should just spawn a certain amount of enemies based on the skill's level and power range(in which wild animals can hear your call Immersion!) max of 10. I believe that they should be de-summoned only when you enter a disrupt bubble not them. I believe it should have the same cast time as Nekros' long legion cast.

 

Let me know what you guys think, I don't take credit for all of this (i came up with 1 and 2 based on Titania and Nidus with a bit of flair). A lot of it was "what would you think of this?" or "how would you feel if this happened?" some of this talk has been going around for months and months since before the rumors of limbo rework, some of this stuff i wrote down ages ago from people who stopped playing or just random passers by in pugs/relays meaning sadly i don't have the names of everyone who helped come up with these ideas. In the end a lot of the ideas were just hands down over powered, i felt this was the best combination of balanced and utility as i could piece together and still call him oberon. This new oberon if it were to even be a thing i'd have to pretty much scrap my whole oberon build. I apologize if any of this stuff has been posted before, as i said a lot of this was talks in relays or in pugs so i could've been beaten to the punch but i haven't found anything matching in my searches prior to releasing this.

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Seems like an interesting idea for a different warframe but doesn't really match the Paladin theme that Oberon embodies. It is similar to the Druid and Beast master fan concepts recently though, perhaps together, such ideas could encourage DE to make another nature loving buddy warframe for Oberon. Personally, I would suggest buffs or slight modifications to Oberon's existing moves or stats to make them more viable instead of trying to make a generalist into a specialist of a different field.

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1 minute ago, Urlan said:

Seems like an interesting idea for a different warframe but doesn't really match the Paladin theme that Oberon embodies. It is similar to the Druid and Beast master fan concepts recently though, perhaps together, such ideas could encourage DE to make another nature loving buddy warframe for Oberon. Personally, I would suggest buffs or slight modifications to Oberon's existing moves or stats to make them more viable instead of trying to make a generalist into a specialist of a different field.

The only reason i even considered this is 1, all the changes they've been doing to limbo where it seems like only 2 of his skills are remaining the same. With the animals/beast that was DE's doing, the only reason the call of the wild came to be was because of the passive they gave oberon. But i will say this skill set doesn't fit the default oberon body/frame, I use Fae Arch skin so i feel it matches more with that VS the shiny paladin armor he gets by default. Seeing as auberon the character oberon is named after is the king of the fae which has nothing to do with knights or paladins and all with forests, the fae, animals, and Auberon was a "player", a trickster casting spell a spell on his wife and tricking humans causing people to get lost.

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9 hours ago, Urlan said:

Seems like an interesting idea for a different warframe but doesn't really match the Paladin theme that Oberon embodies. It is similar to the Druid and Beast master fan concepts recently though, perhaps together, such ideas could encourage DE to make another nature loving buddy warframe for Oberon. Personally, I would suggest buffs or slight modifications to Oberon's existing moves or stats to make them more viable instead of trying to make a generalist into a specialist of a different field.

Problem is, despite what people say, the "paladin" theme really isn't that prevalent in Oberon. Literally the only things about him that speak to him being a paladin are his abilities, the slight allusion to a knight's tabard on his default model(although, who uses Oberon's default model when Feyarch skin+Sari sydana exists?), and the fact that his bundle in the shop is called the Paladin Bundle. Literally everything else about him speaks to a more Druidic theme, from his Deluxe skin, to his alt helms, to his stat spread and passive, to even the origins of his name.

Edited by Kerberos-3
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2 hours ago, Kerberos-3 said:

Problem is, despite what people say, the "paladin" theme really isn't that prevalent in Oberon. Literally the only things about him that speak to him being a paladin are his abilities, the slight allusion to a knight's tabard on his default model(although, who uses Oberon's default model when Feyarch skin+Sari sydana exists?), and the fact that his bundle in the shop is called the Paladin Bundle. Literally everything else about him speaks to a more Druidic theme, from his Deluxe skin, to his alt helms, to his stat spread and passive, to even the origins of his name.

The game calling the warframe a Paladin, his moves being Paladin themed, and his developers calling him a Paladin is pretty good for me in a character being a Paladin. Its true that Feyarch does have a more nature/druid look being a plant butterfly and his passive has a Ranger (Like Ivara) or Druid (like maybe this suggestion) theme but its not really telling of the complete picture. White Stags like Oberon is themed after have long been a symbol of Holy Knights like Unicorns are for some. Style wise, Oberon takes a nature based Paladin look, like as if he is wearing armor designed for a fantasy elf (Fae) but its pretty clear in purpose and form that Oberon is a Paladin. We can agree that some of those abilities and stats might need improvements but I would rather see a Druid cousin added to the roster than a change from a knight into a nature priest. May I suggest the name Puck if we are trying to go with a more mischief oriented fae one might happen some midsummer night?

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In OP's description of the ultimate, he didn't mention the void or corpus tilesets. There are no animals on those tilesets, so Oberon's passive is useless there as well. Using mostly grineer animals makes the rework seem like a grineer frame rather than one of orokin design. Summoning Spirit animals is similar to atlas's Rumblers or Nekros's shadows, so the new ultimate makes Oberon less unique

In whatever changes Oberon gets, he should keep his paladin theme. He is kind of a nature paladin, especially with his deluxe skin, but still a paladin. His description is that he is equally adept at healing allies and damaging enemies. OP mentioned that he liked Oberon's kit for the most part, so I would suggest the following (minor) changes instead:

Passive: he needs a new one, since it doesn't work against enemies that aren't grineer

1: good as is

2: larger base range and gives a flat armor buff (Oberon could probably use a base armor buff as well)

3: changed to a heal/s for a certain duration and continues to heal while at full health, so the augment is more useful. Also the cast time should be reduced significantly

4: maybe a slight base damage increase, but all damaging powers become useless at high level, so a buff here wouldn't really change things.

 

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