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Oberon Revisited: Prime Time Surprise and Next Steps!


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Greetings, Tenno!

Last week on Prime Time #161, we treated viewers with the first in-game look at Oberon’s (WIP) reworked powers as mentioned by Scott on Devstream #90. 

Missed the stream? No problem, the main changes that were showcased:

Smite: 

  • Damage from projectiles emitted from the enemy scales based on enemy level.

Hallowed Ground: 

  • Hallowed Ground is now more of an 'arc' shape (Range Mods create a wider/longer arc).
  • Added a Status Chance that is affected by Strength Mods.
  • Adjusted damage and ranges.

Renewal:

  • Increased casting animation speed.
  • Changed to an expanding wave of healing instead of a projectile. 
  • Energy drain starts once wave hits allies, not leading up to it.
  • Allies on Hallowed Ground get an Armor buff for the entire heal process. Once heal is finished the Armor buff is on a timer (affected by Duration).

Reckoning:

  • Enemies with a Radiation Status Chance will now take bonus damage from Reckoning.
  • Enemies standing on Hallowed Ground will receive Armor debuffs (affected by Strength).


We asked for your feedback and you delivered!

After compiling and discussing the prominent feedback, it was clear that our proposed Renewal rework was not enough to bring Oberon fresh justice.

The most prominent feedback:

  • Renewal expires before the duration is up.

With this largely suggested feedback in mind, the team has made further tweaks to Oberon’s Renewal. As of right now, Oberon’s Renewal rework now also includes:

  • Renewal doesn’t stop healing when the target ally is at full Health. It will continue to heal as long as it is active.

Your feedback is appreciated!

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Warning: This may come across as a little harsh, but that's to expect when you are hoping for a good and helpful rework from professional developers...

So, Renewal. Well, that's a nice tiny little step in the right direction, but what about Renewal's weird inverse duration which interferes with its bleedout extension and augment?

Or that Hallowed Ground is a very weak defensive ability, with neither good enough DR for allies nor good enough CC for enemies (although Radiation procs might help)?

The extreme radiation-proc overlap?

The overuse of forced synergies?

The passive being changed from situational into a pidgeonholing one (which you haven't even mentioned btw)?

Are you guys really content with THAT?

Edited by Azamagon
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Someone on the forums suggested Hallowed Ground sprouting earth's new flowers and vegetation etc. for its graphics effect. Much like Nidus.

Sounds really neat and would show off one of the nice aspects of the earth rework. Is that something that could potentially be added?

Edited by Naith
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thanks 4 the update, a popular concern about the armor buff is that if it's % based weak armored frames will get no real benefit and the tanks will get the most out of it...

A flat damage boost would benefit the weaker frames better ( or a damage mitigation even better )

or my favourite option a flat armor increase + a % bonus , balancing that though is a headache i will gladly leave to the team.

Ps: since his first is scaling , will you consider expanding the concept to other frames in the future ( volt, ember, frost, nekros etc ) ?

 

Edited by arm4geddon-117
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Flat armor boost for Hallowed Ground/Renewal combo please!

% based armor bonuses don't help flimsy frames, and they don't help tanky frames. They only help frames in the middle, such as Excalibur or even Oberon himself.

I would also like to suggest a passive for Oberon. I would love to see some form of energy regeneration built into his kit. Something like "gain X energy for every Radiation proc" or "gain energy per second while (living things) are in Hallowed Ground". The wildlife thing is super underwhelming since there isn't much wildlife for it to work on.

Edited by Reefermun
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Please make sure that before it's getting released the dmg that it does will not be that high or even like LIMBO which we had before. because the community's brain works opposite than what you expect which basically means that they will cry even on oberon's rework as they did when limbo's re-work released.

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2 minutes ago, LogaMC1995 said:

That's for sacred ritual to summon Oberon Unbra.

The greatest ninja patch that DE ever applied, was to make the players think that Oberon wasn't already Umbra.

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I love the Renewal changes! Something that a majority of people have wanted for a long time.

 

Now, the passive. The proposed passive mentioned on Primetime 161 was that allied Kubrow's and Kavat's will have a cooldown on their abilities and a free revive. The problem is that it's not benefiting anyone. Not the person using Oberon and everyone in the squad, plus not everyone use's Kubrow's and Kavat's. 

 

The passive(s) I would like to see is:

  • Enemies killed by Oberon (Either all the time or 50% chance) will create a pulse of a healing wave that restores a % of the player's health. Much similar to Trinity's first ability.

 

  • Enemies that are inflicted by radiation and killed by Oberon will spawn health orbs.

 

Thank you DE for your hard work. :satisfied: 

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1 minute ago, (PS4)optimusprime786 said:

I love the Renewal changes! Something that a majority of people have wanted for a long time.

 

Now, the passive. The proposed passive mentioned on Primetime 161 was that allied Kubrow's and Kavat's will have a cooldown on their abilities and a free revive. The problem is that it's not benefiting anyone. Not the person using Oberon and everyone in the squad, plus not everyone use's Kubrow's and Kavat's. 

 

The passive(s) I would like to see is:

  • Enemies killed by Oberon (Either all the time or 50% chance) will create a pulse of a healing wave that restores a % of the player's health. Much similar to Trinity's first ability.

 

  • Enemies that are inflicted by radiation and killed by Oberon will spawn health orbs.

 

Thank you DE for your hard work. :satisfied: 

Doesn't that kind of infringe on Necro's abilities?

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That's great to hear! This is one of the few things that Renewal desperately needed. So will this fix the strange inverse scaling with Renewal's ability to slow ally bleedout? It's the one thing about Oberon that makes his healing unique and it'd be awful if we still had to choose between having effective bleedout slow or having duration on hallowed ground.

Edited by -_Shiro_-
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