Jump to content
Temporary sub-forum for Update 30: Call of the Tempestarii ×

Oberon Revisited: Prime Time Surprise and Next Steps!


Recommended Posts

Alright, so far I am enjoying the new Rework idea, that was posted, granted it was still all W.I.P and we have a Devstream (Hopefully showing) the other changes. However I feel that it needs even more changes. But besides what Brozime said I have a few ideas of my own.

On 24/04/2017 at 11:14 PM, [DE]Megan said:

Smite: 

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

So lets begin with Smite: So so far this is great. However there needs to be MORE changes.

  • Damage Buff in general,
  •  100% Radiation b Radiation
  • Casting on allies will now heal them, Can be casted on-self.
  • Smite Infusion Injected,
  • Now Acts like Reckoning

 

On 24/04/2017 at 11:14 PM, [DE]Megan said:

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.

Likewise about Smite, a few changes of my own, added on top of the following, needs to be added.

  • 100% Radiation b Radiation. Regardless of Mods.
  • Allies will gain a HoT, when standing on H.G
  •  H.G is now Mobile.
On 24/04/2017 at 11:14 PM, [DE]Megan said:

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).
  • Healing Does Not Stop

 

Changes are great and what  Brozime said needs to be implanted. However my other ideas

  • Phoenix Renewal Injected 

 

Exalted Magistar

  • Dealings 100% Radiation b Radiation
  • Each Kill, Grants a Heal to near by Allies & Youself
  • When Held, You are fully Immune to all Status effects
  • Scales Like Smite
  • Nuff Said 
Edited by LegionCynex
Fixed Black Text
Link to post
Share on other sites

Thank you for taking our feedback on Renewal, keep up the good work.

Please ignore everyone complaining about the new passive its perfect as is. So many people want passives to be something they are not.

For those who don't know the new passive gives Kavats and Kubrows faster ability cooldowns and gives them a free revive. A lot of people are complaining though and honestly I hope they don't change it from that. Its an awesome new passive.

Edited by Turtlemancer
Link to post
Share on other sites

I've noticed a lot of people mentioning that hallowed ground should be a mobile aura. As an oberon player, I'll say that I much prefer a static effect, and I'd like to point out that an aura hallowed ground quite simply doesn't make sense. He just... passively... sanctifies everything within 10 feet of him? And why do things unsanctify when he leaves? The whole idea behind hallowed ground is a static ability, and it just wouldn't make sense if it were mobile. The entire ability would have to be re-envisioned in order for the aura mechanic to make sense. And again, as an oberon player, the current static ability works fine.

Link to post
Share on other sites

I have a suggestion for Reckoning.

Why not make it so it also scales... Give it some base damage, but then make it so it also deals extra damage based on much life the target is missing. So if you cast on a bunch of full hp enemies, you deal only the base, but if you cast on enemies that have been damaged, you deal even more damage.

This way we would still be able to get orbs at higher levels, because right now its super hard to kill some hard and beefy enemies.

Let's say Reckoning now also deals 0.5 damage per health lost, that will mean that an enemy at half health will take an aditional 25% of its max health, affected or not by armor. And to secure a kill you will have to bring the unit down to 33% hp, since half of 67% (hp lost) is 33.5. That extra damage per hp lost could scale both with power level and power strength.

I would preffer this on the ult, and armor debuff on the "piercing" projectiles of Smite, for the reason of having an easier time generating health orbs.
(it will also make the power fit better with its name, no?)

Edited by El_Chino
Added a thought on Smite.
Link to post
Share on other sites
5 minutes ago, redeyedtreefrog said:

I've noticed a lot of people mentioning that hallowed ground should be a mobile aura. As an oberon player, I'll say that I much prefer a static effect, and I'd like to point out that an aura hallowed ground quite simply doesn't make sense. He just... passively... sanctifies everything within 10 feet of him? And why do things unsanctify when he leaves? The whole idea behind hallowed ground is a static ability, and it just wouldn't make sense if it were mobile. The entire ability would have to be re-envisioned in order for the aura mechanic to make sense. And again, as an oberon player, the current static ability works fine.

I honestly have asked for this myself, but I want it as an augument, and not really as an aura more like Volts Shocking speed so an area effect that surrounds Oberon with the caveat that his feet must be touching the ground. But I again reiterate I want this as an augment.

Link to post
Share on other sites
29 minutes ago, El_Chino said:

I have a suggestion for Reckoning.

Why not make it so it also scales... Give it some base damage, but then make it so it also deals extra damage based on much life the target is missing. So if you cast on a bunch of full hp enemies, you deal only the base, but if you cast on enemies that have been damaged, you deal even more damage.

This way we would still be able to get orbs at higher levels, because right now its super hard to kill some hard and beefy enemies.

Let's say Reckoning now also deals 0.5 damage per health lost, that will mean that an enemy at half health will take an aditional 25% of its max health, affected or not by armor. And to secure a kill you will have to bring the unit down to 33% hp, since half of 67% (hp lost) is 33.5. That extra damage per hp lost could scale both with power level and power strength.

I would preffer this on the ult, and armor debuff on the "piercing" projectiles of Smite, for the reason of having an easier time generating health orbs.
(it will also make the power fit better with its name, no?)

 

23 minutes ago, Turtlemancer said:

I honestly have asked for this myself, but I want it as an augument, and not really as an aura more like Volts Shocking speed so an area effect that surrounds Oberon with the caveat that his feet must be touching the ground. But I again reiterate I want this as an augment.

Hell yes I would like both of these. Thank you for feedback.

Link to post
Share on other sites

Now that my vision seems a tad better, I guess I can write more thoroughly my thoughts :)

Per ability basis:

  • Smite: Everything seems nice and dandy here, so can't wait to try it out. Maybe numerical adjustment once it releases? But for that I must play it first.
  • Hallowed Ground: I like the fact you guys gave it more love. I am one of those who thinks this ability should stay as it currently is but with better numbers and range (on that you delivered). I see no mention of the armor buff, so I hope it is not removed.
    Having said this, I must say you probably gave too much importance to Hallowed Ground in the Synergy. Synergy is welcome there, but I'd say it's over the top. Probably people moving on it to pick up an armor buff would be nice, while Status clearance and the such would be better to remain on the static... But even then I question if that'd be a good idea myself.
  • Renewal: I don't like the wave. PERIOD. You guys should have kept the projectiles but improved the travel distance/delivery to faraway allies. I cannot help people across rooms now, or at least that's the feeling I got. I even thought of keeping the same effect but adding Butterflies instead of projectiles, like Titania has, (Oberon to me is a Paladin, but he's still the kind of fairies and it could make some sense. Those could be Primed too, wink wink). Renewal not stopping at full health though? Where do I sign? :)
  • Reckoning: That looks good I guess. Not much to say. Maybe it would be nice to have better damage scaling though -- it feels and sounds like such an imposing ability, and then it hardly scratches high level enemies. Must wait and see though.
  • Passive: Not the best, but leaps and heaps of where it was. Hopefully I'll use my Kavats/Kubrows more soon :)
  • Other: Base armor, please, needs to be increased by 100 (from 150-> 250). Oberon Prime should use higher health and armor I guess. That's an important note I'd like to make.

Finally, thanks to the team for giving Oberon finally some love. Now all I need is for you guys to finally PBR him, give him a golden coat, and hopefully try to rig that default armor of his so it doesn't clip anymore. EWWWW.

:)

Link to post
Share on other sites

If Renewal would still drain energy when it active, why don't remove timer?
On low lvl mission Renewal didn't even need, but in missions 60+ lvl you can be killed really fast.
I suggest to make it active ability, so it would instant heal HP when start to work, as it's now, and heal per second with energy drain for each frame that need healing. Armor buff from Hallowed Ground would still have timer, so you'll have to recast Renewal to have it again.
And for Phoenix Renewal it would be really good. You shouldn't always press 3 in time to get effect from augment if you'll take fatal damage. Also don't forget that it has a 90-second cooldown  - it's pretty much time to get down again.

Link to post
Share on other sites

even a 250 armor wont be enough. his base armor should be at least 350. he is a paladin. i will never like these buffs as long as these problems will still be there after rework: 

HG forces you to stay on the ground to get the buffs. you cant be mobile 

HG armor buff is %. useless against high lvl, useless buff for low armor frames

new renewal: "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)" oh so now it also forces your teamates to stay on the HG to get the low armor buff? whoah coool.. great.... worse than before

its very simple. he is a paladin. what should a paladin do? buffing teamates, could be a heal + giving dmg reduce or armor buff but since the % armor are useless on low armor frames then why not make it % reduce damage buff? a paladin should be tanky af. his armor tied to ash? lower than saryn, excal, or even frost which are dps/nuker frames? does that makes sense? no. does he need a damage buff? NO. what he needs is better buffs for his teammates, keeping them alive and while having no problem on tanking dmg. i dont get why people are happy on this rework. maybe some of you just really like ''damage'' on every frames, maybe you're just a bandwagoner because he is receiving a damage buff, maybe you're happy that he's finally getting a buff and you will take any buffs that you can get you dont care or maybe some of you dont understand whats the paladin role should be in the game idk we have different opinions yeah. if i wanna use a dps or a nuker frame why someone should use a paladin? why should a paladin die on a few hits? even the gunslinger has a better survivability than the paladin. the psychic is a better tank than the paladin. crazy no? maybe we should sometimes ask for what the frame really needs. its not always the damage

i would trade all oberon's dmg for better buffs and survivability in a heartbeat. make all the skill deals 0 dmg idfc the dmg are useless on high lvl anyway take it all away just leave the debuff procs and cc alone and ill use my weapons to kill(thats what paladin does, they use their weapons not skills to nuke) but make him the best tank that he should be and ill be fine :sad:

or maybe i should just accept that warframe is ''different'' where the dps are better tank than the paladin well fook me

Link to post
Share on other sites

I have a question: are enemies killed by reckoning still going to drop health orbs? We have so few abilities that can reliability spawn health orbs that it would be a shame if we would lose one of them. Maybe you could make it into one of his synergies: enemies that stand on hallowed ground that are hit by smite have a x% chance to drop health orbs. 

Link to post
Share on other sites
5 minutes ago, BAY35 said:

What is this? A rework that DOESN'T include some kind of nerf?! And it's for Oberon?! Is it Christmas already?!

I assume the Renewal change to wave is a nerf. I prefer the healing orbs that moves towards allies. 

Link to post
Share on other sites

Looks good on paper, but I'm really concerned about Renewal. It use to have endless range, which ever since the trinity nerf, made Oberon have a useful niche as a long-range healer.

Edited by KittyDarkling
spelling
Link to post
Share on other sites

Oberon Rework is LIVE:

OK ran a few missions with Oberon running Duration and Range.

First note and this is a big one. I run on a toaster and I've had to turn settings on to see the slime puddle that is hallowed ground, and even then it's super dim. Please fix this. As in this is a NEED to fix immediately because it affects playability problem.

Noticing even with a '15' (percent? Per Tic?) of radiation I procced radiation a lot on hallowed ground. On a 160% build I had something like 265 degrees of carpet, which covered a LOT of ground, but because of the hard to seeness of it and the fact I had to figure out which setting to flip (still not sure I hit the right one) kinda hard to judge. I just know i kept seeing a lot of radiation when I was the only oberon in the room.

For now Smite still procs radiation. Ditto with Reckoning. Neither feel stronger than they were before, 

Maybe it's just the newness, but Oberon felt peppier. Then again I was using hallowed ground a lot more to test it and renewal.

Renewal's changes felt nice For Me. However I dislike how slow the wave traveled.

Dear God my Helminth Charger had his tounge out more than gene simmons in the mission I had her out on. Kinda liking the passive.

I thought we were going to get some augment changes. So far everything looks the same other than Hallowed Reckoning getting some pretty effects.

Wanting to run more missions before weighing in, but the changes to hallowed Ground and Renewal seem to be the focus here. I happen to like these changes (other than the slowness of the heal wave.)

Link to post
Share on other sites
41 minutes ago, Trickst3rGawd said:

rework was trash lol. 

Oh it could have been a LOT better, as is Heal's funky relationship to duration still exists, making hela bad as a preemptive regen ability (though they did stop it stopping at full health which does give it some use.) Also Smite and Reckoning still seem to do their pre-'rework' damage. Worst of all is on my toaster box even with settings turned on it's HARDER to see oberon's Hallowed Ground.

 

However he is better. A little.

Link to post
Share on other sites

PLEASE TAKE THIS INTO CONSIDERATION

 

ok high, I hope you read this and use something from my opinion, ok , over all looks pretty good, but this still does not address oberons ability not to last in higher missions. unless scale is off the charts. then you will have players complain and you will have to change it again, so could you increase his health, I have 4 forma on my obie and to do it justice with anything else I have no additional health or shields and I do not see room to even replace it for one. seems to me you are trying to make all abilities go together and work well that requires modding with efficiency , duration, range and strength. no room for health or any other self boost mod. and  just going by what I am reading up top of page. oh the heal overtime does not help if the heal you put out does less then the damage from one shot from the normal enemies. kind of makes it useless compared to trinity prime. I do not see numbers so the heal needs to be right for higher end game play. (example enemy does 50 damage a shot you give out 25 a tic / not good when you get hit multiple shots) raising the initial heal to a substantial number and then being able to modify it even more with mods. ok so I just read more , so renewal is going to work like neckros desecrate you have to turn it off or it stays running or on always taking energy to heal. would be good as long as it does not increase with the amount of healing it is doing and is one flat rate. What I mean by that is  no cost to be on if everyone is full and if 1 or all 4 players need health it is one flat rate and not per player.what happens if it is too much for oberon to handle and all energy is drained( example. inaros  sandstorms into enemies taking hundreds of damage a second) even though he can heal does not mean he does not take damage to health to regen energy). leaves him very vulnerable, any way of putting in a auto stop at 60 so if needed obie can still use his ability to get out of a jam. so for reckoning the only thing I see is enemies effected by radiation will take increased damage. this ability is useless unless it will be multipliable in damage dealt  while having radiation damage on them. then for the use of the mod slot and all the energy for spamming the 4th ability using all that energy while still having renewal taking it as well.  I can kill and get out of a jam, other wise just crowd control to knock them down at higher end game play.

SO where is this radiation coming from. from the looks no ability does it. so it is a syndicate mod which takes up a slot or a weapon that does radiation. do I understand this correctly. So to summarize it .I would like to see an all around frame it gives some support as well as can battle without being too squishy and so strong no one want to run with the player, a really good balance.

THANK YOU

 

 

 

 

Link to post
Share on other sites
3 hours ago, LogaMC1995 said:

I assume the Renewal change to wave is a nerf. I prefer the healing orbs that moves towards allies. 

Yeah - it's a nerf alright. The wave only extends out to 36m or so with maxed Stretch, so forget about extending bleedout or healing anyone that's some distance from you. Oberon is no longer a long range healer. Despite that, it's nice that Renewal continues to apply even if the target is fully healed and the armor buff applied to a target that's on Hallowed Ground is extremely helpful to squishier 'Frames: It's a flat value that can go up to 335 - possibly higher with the right build. Said buff is only temporary but it does help.

With regard to the other changes...

Smite is decidedly better than before, but the secondary orbs could probably use a bit more oomph.

Hallowed Ground is MUCH improved. Covers a significantly larger area (240 degree arc and a distance of about 16m with maxed Stretch), does better DOT and you can still cast multiple instances of it. It's interactions with Renewal and Reckoning are also welcome. Anyone continuing to suggest that HG should be mobile is asking for nothing more than a massive nerf that would also strip away some of Oberon's uniqueness.

Reckoning is a bit better than before and works well if enemies are on Hallowed Ground.

With regard to Oberon himself...he could really benefit from an armor buff. 150 is rather low for a 'Frame that's supposed to be up front and center and directly supporting other 'Frames - especially weaker ones. Something along the lines of at least 250 without maxed Steel Fiber would do the trick to make him a bit more reasonably durable.

 

 

 

Edited by MirageKnight
Link to post
Share on other sites
11 minutes ago, leadwolf1 said:

-snip-

I'll do this in reverse: I take it you haven't played oberon much, because even before the rework, both smite and renewal would ALWAYS proc radiation, and now, post-rework, hallowed ground can also proc radiation, but only at a medium chance/tick.

As for reckoning, you've hit the nail on the head. It's not a damage ability by any means, or at least, it isn't if you're going to be going past star-chart levels. However, with innate radiation procs, knockdown(exposing enemies to ground finishers), and armor stripping if used on hallowed ground, it's a really good soft CC ability.

Renewal does NOT work like nekros' desecrate. That was a community concept(one which, for the record, I do not agree with). It instead works like nova's molecular prime. (Also for the record, I don't like that either. I thought renewal's delivery mechanism was perfectly fine as-is, but I digress).

In the category of renewal: the heals over time aren't meant to be an invincibility serum (you could possibly use it as one, but only at the cost of maxed strength and therefore low efficiency), and even if it did, the definition of high-level content is one-shot damage numbers from enemies. You can't regenerate health if you're dead. Making the regeneration incredibly high-powered is a moot point to me. The rework also gave a bonus to armor if an enemy is affected by renewal while standing on hallowed ground. The buff is 200 armor base, and appears to stack.

As for the proposed health buff: I guarantee that DE is holding out on that until oberon prime releases in order to promote sales for him. That's pure business. Personally, I'd like to see energy, health, and/or armor to see a buff in oberon prime. If shields are buffed, I'm going to be incredibly disappointed, since I often run oberon with a decaying dragon key in order to make better use of rage anyways.

Link to post
Share on other sites
1 hour ago, MarrikBroom said:

Oh it could have been a LOT better, as is Heal's funky relationship to duration still exists, making hela bad as a preemptive regen ability (though they did stop it stopping at full health which does give it some use.) Also Smite and Reckoning still seem to do their pre-'rework' damage. Worst of all is on my toaster box even with settings turned on it's HARDER to see oberon's Hallowed Ground.

 

However he is better. A little.

I agree. He's just going back on the shelf now. They rushed out this rework in my opinion. Sorry DE I love you guys but it's true. I'm honestly upset that the re work was already released it didn't even get a visual update (HG) which it was supposed to get.

Link to post
Share on other sites
53 minutes ago, MirageKnight said:

-snip-

 

 

 

Just wanted to comment that they rarely ever significantly raise the stats of vanilla versions of frames when reworking/buffing them, etc. I am not sure they ever have, actually. However, there is a very high chance Oberon Prime will be next, and I would hope they will give him more health/armor and maybe some more energy base as well. 

Link to post
Share on other sites

Great job with the rework guys! :)

The tweaks are amazing even though nothing major really changed.

I can actually tank level 90s right now with my build. :0 :)

Just 2 things:

1) Is Smite still doing bad, but slightly less bad damage, the extent of the scaling for his 1 because I thought that Smite would chip away more than 1/16 of a level 90 enemy's health with the changes.

2) I think Hallowed Ground's visuals are bugged. I run on low particle settings and right now, his magical carpet is invisible for me.

Great Job again, and hopefully you address at least my 2nd point.

Link to post
Share on other sites

Yeah, I've gotta say that smite still sits pretty bad from a scaling perspective. Don't get me wrong, smite still works well for a 1st ability, but the only time where I really noticed smite being "good", was when I was fighting the juggernaut behemoth in some runs for atlas parts with a buddy. That said, I was only running a 115% strength build at the time, so if you modded for strength I guess it could do fairly well.

Otherwise, I liked all the changes, but I'm officially not sold on renewal. it looks much nicer, visually, but I would have much rather kept the old projectile functionality. Also, I haven't done real testing on this, but it appears that renewal's bleedout reduction can no longer be applied to downed targets. What gives? When we complained that limiting renewal's range would strip much of renewal's effectiveness as a bleedout timer buff, we were sort of aiming for the change to be rolled back... not for part of renewal's utility to be cut.

Link to post
Share on other sites
22 minutes ago, Tesseract7777 said:

Just wanted to comment that they rarely ever significantly raise the stats of vanilla versions of frames when reworking/buffing them, etc. I am not sure they ever have, actually.

Yeah I know...One can hope though, eh?

Quote

However, there is a very high chance Oberon Prime will be next, and I would hope they will give him more health/armor and maybe some more energy base as well. 

Agreed - been looking forward to seeing him Primed as well as the Magistar.

Link to post
Share on other sites
Guest
This topic is now closed to further replies.
×
×
  • Create New...