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Octavia’s Anthem: Hotfix 20.3.1


[DE]Megan
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27 minutes ago, Legion216 said:

But Armour falls off very fast: I mean if you have 300 armour, that 50% DR. DOUBLE the armour, it's just 66%.

This is just incorrect. Every 300 more armor adds 100% of your actual health to your effective health, no matter how much armor you had before. If you have 300 armor, you have x2 effective health. With 600 armor, you have x3 effective health. With 900, it's x4. It doesn't fall off at all.

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24 minutes ago, continue said:

energy per target is not affected by duration OR efficiency. is this intentional?

49 minutes ago, [DE]Megan said:

*We are aware of a UI bug where the Arsenal stats for Renewal show that Energy per target is not affected by Efficiency/Duration Mods. A fix will come at a later date- we wanted to get this out ASAP! 

 
 
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47 minutes ago, Reefermun said:

Oberon, hope you turn out good!

As of this update:

Smite still deals mostly negligible damage. Even at 200+% power strength, I cannot kill level 20 enemies with it. The status procs aren't all that useful either since nothing really meshes with it. Most of us would really like a passive that grants Oberon energy somehow, based on the radiation procs.

Hallowed Ground is still largely useless. It prevents status effects, but otherwise doesn't really do its own thing, and is only really used because you're forced to if you want that armor buff (which is pretty sweet by the way!). Please just make it a radial aura centered on Oberon. The visual mechanics of Equinox's Maim could be abused to overlay a magick-y haze over the ground.

Renewal is A+. This toggle for Renewal puts some oomph back into Oberon. It meshes really well with Rage. I'm really happy with this one.

Reckoning is still weak as before, and doesn't seem to strip enemy armor. Please consider giving it armor stripping mechanics similar to Frost's Avalanche. I know you don't want to copy another frame's powers, but there's not really all that much else that could be done with Reckoning short of changing it into a whole new power. Regarding the health orbs, we're desperately begging you to give them a chance to drop on hit and not on killThis is especially important since you cannot actually kill an enemy with Reckoning now (unless you cast it 5+ times, wasting literally hundreds of energy).

As for his passive, he needs a reliable way to help maintain his energy pool.

 

What I would like to see:

These are just some things I'd personally like out of Oberon. A new passive to help out with energy management. Combine Renewal with Hallowed Ground into a radial HoT aura, and just get creative with a new power altogether. Boost Reckoning's damage or boost its armor shredding. Boost Renewal's healing power a little bit. Give Oberon an increase to a few base stats, namely health and energy (possibly armor?).

I agree 100% with these ideas. Make it happen DE!

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3 minutes ago, DreamsmithJane said:

This is just incorrect. Every 300 more armor adds 100% of your actual health to your effective health, no matter how much armor you had before. If you have 300 armor, you have x2 effective health. With 600 armor, you have x3 effective health. With 900, it's x4. It doesn't fall off at all.

Falls off in another aspect though, even with 600armor you're guaranteed to die in under a second late game.

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Still can't understand, is Renewal now a healing aura or just buff which can be casted on ally and then kept in any range just paying some mana for it? Tried it a minute ago on nightmare alert (interception on small Jupiter map, my Oberon's Renewal is 40m range). Almost all the time my teammates were in my range, but sometimes the Renewal didn't affected them even when I was very close. Is that a bug? If not - please explain how it works.

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I had an idea. Make Oberon's 2 follow him, remove the stupid damage on it, and replace with a multiplier to the armor that Renewal gives you. That way, his buff will really make squishy frames be able to take a few solid whacks to the face before they become corpses. Make Reckoning's armor removal an innate function of the ability increase the amount of armor it removes slightly (not a ton, but not requiring 300% power strength to do it's job fully), and not require Hallowed Ground, since having that added little quirk just makes it an inferior Avalanche in energy cost, effect, and practicality.. Additionally, not making Renewal drain so much energy would be nice, since it has duration AND has energy drain, which is not negated by Zenurik. Oh, and please, just give him a passive that helps him with energy and doesn't make him a park ranger, since Oberon's not really the lord of household pets, and his current passive portrays him as a beastmaster, which he is very clearly not.

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4 minutes ago, Sinnjid said:

I had an idea. Make Oberon's 2 follow him, remove the stupid damage on it, and replace with a multiplier to the armor that Renewal gives you. That way, his buff will really make squishy frames be able to take a few solid whacks to the face before they become corpses. Make Reckoning's armor removal an innate function of the ability increase the amount of armor it removes slightly (not a ton, but not requiring 300% power strength to do it's job fully), and not require Hallowed Ground, since having that added little quirk just makes it an inferior Avalanche in energy cost, effect, and practicality.. Additionally, not making Renewal drain so much energy would be nice, since it has duration AND has energy drain, which is not negated by Zenurik. Oh, and please, just give him a passive that helps him with energy and doesn't make him a park ranger, since Oberon's not really the lord of household pets, and his current passive portrays him as a beastmaster, which he is very clearly not.

Oberon is my most played frame and I approve this 100%

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Oberon feedback:

Smite is still going to scale poorly, unless you changed how the % damage was split between particles. 35% between 7 particles is only 5% each, which is basically nothing.

Still wondering what possessed someone to design the AoEs of intentionally-synergistic skills to be wildly different. HG is a wonky cone with a short radius while the synergy skills for it (Renewal/Reckoning) are larger circles. Why? There's no good reason for this. The only way I've been able to reliably use the synergy between those skills is to cram enough +Range modifiers on Oberon to make the angle spread 360 degrees, which is what it really should be in the first place.

Let's talk about that Hallowed Ground cone angle. So at rank 3, the angle is 180. 200% range doesn't make that 360, though. Why? You end up having to push range to 250% or so in order to reach that point, which means you're stuck without much room for other mods, which means you have to sacrifice something. Not wanting strength to be seriously gimped just because of this design oversight, I had to go with efficiency, which is a problem considering that Oberon is already energy-starved, especially if you want to use the synergy options.

 

Here's my suggestions:

  •    Add synergy for Smite to Hallowed Ground. Something like turning the target into a "turret" that spews more particles over time after the first burst. Don't split its % damage amongst the particles.
  •    Remove the angle BS from Hallowed Ground. The radius + synergy is already reason enough to desire range mods. There's no good reason to make them mandatory.
  •    Raise the environment scanning volume for Hallowed Ground. For some reason it reaches reasonably far below where he's standing, but almost no distance above, which makes laying ground on slopes awkward.
  •    Oberon has serious energy management problems. I think the best way to let him deal with them is to continue the HG synergy. Let all of his skills (including HG) be cast at a slightly discounted cost while standing on Hallowed Ground. While Oberon is standing on HG, allow Renewal to not consume energy per second when allies are not being healed.
  •    If the above energy management synergy stuff isn't done, at least consider adding a passive to Oberon that lets him leave a ~2.5m radius trail of hallowed ground where he walks, similar to Nezha. His current passive makes less than zero sense for him.
  •    Make the defense boost innate to renewal, and the defense debuff innate to reckoning, and make Hallowed Ground synergy provide a multiplier for those values. Also, give Hallowed Ground the innate defense multiplier it used to have when standing on it.
Edited by Alusdrann
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3 minutes ago, Alusdrann said:

Oberon feedback:

Smite is still going to scale poorly, unless you changed how the % damage was split between particles. 35% between 7 particles is only 5% each, which is basically nothing.

Still wondering what possessed someone to design the AoEs of intentionally-synergistic skills to be wildly different. HG is a wonky cone with a short radius while the synergy skills for it (Renewal/Reckoning) are larger circles. Why? There's no good reason for this. The only way I've been able to use the synergy between those skills is to cram enough +Range modifiers on Oberon to make the angle spread 360 degrees, which is what it really should be in the first place.

Let's talk about that Hallowed Ground cone angle. So at rank 3, the angle is 180. 200% range doesn't make that 360, though. Why? You end up having to push range to 250% or so in order to reach that point, which means you're stuck without much room for other mods, which means you have to sacrifice something. Not wanting strength to be seriously gimped just because of this design oversight, I had to go with efficiency, which is a problem considering that Oberon is already energy-starved, especially if you want to use the synergy options.

 

Here's my suggestions:

  •    Add synergy for Smite to Hallowed Ground. Something like turning the target into a "turret" that spews more particles over time after the first burst. Don't split its % damage amongst the particles.
  •    Remove the angle BS from Hallowed Ground. The radius + synergy is already reason enough to desire range mods. There's no good reason to make them mandatory.
  •    Raise the environment scanning volume for Hallowed Ground. For some reason it reaches reasonably far below where he's standing, but almost no distance above, which makes laying ground on slopes awkward.
  •    Oberon has serious energy management problems. I think the best way to let him deal with them is to continue the HG synergy. Let all of his skills (including HG) be cast at a slightly discounted cost while standing on Hallowed Ground. While Oberon is standing on HG, allow Renewal to not consume energy per second when allies are not being healed.
  •    If the above energy management stuff isn't done, consider adding a passive to Oberon that lets him leave a ~2.5m radius trail of hallowed ground where he walks, similar to Nezha.

I'd actually prefer if he just carried his Hallowed Ground with him. And yes, they do need to buff the range. Silly af. Oh, and as for "Synergy" (Codename for dependence) I'd like to see Hallowed Ground not be the linchpin of yet another ability. Oh, but other than that, yeah, this is workable. I'd still prefer to see less dependence on Hallowed Ground, though.

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1 hour ago, --Q--Voltage said:

Still no fix for:

How are you always the first reply in hotfix/update threads? You'd probably have better luck at this point tweeting out to individual DE members or posting in the subreddit.

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3 minutes ago, Sinnjid said:

I'd actually prefer if he just carried his Hallowed Ground with him. And yes, they do need to buff the range. Silly af. Oh, and as for "Synergy" (Codename for dependence) I'd like to see Hallowed Ground not be the linchpin of yet another ability. Oh, but other than that, yeah, this is workable. I'd still prefer to see less dependence on Hallowed Ground, though.

I'd be ok with it moving with him, though that seems more appropriate of a passive. Like a smallish hallowed ground is always with him, but you can cast for a much larger static one.

But, either way, yeah currently the "synergy" is more like dependence, and HG's current design pretty much forces you to build Oberon for range, which really shouldn't be a requirement.

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1 minute ago, Alusdrann said:

I'd be ok with it moving with him, though that seems more appropriate of a passive. Like a smallish hallowed ground is always with him, but you can cast for a much larger static one.

But, either way, yeah currently the "synergy" is more like dependence, and HG's current design pretty much forces you to build Oberon for range, which really shouldn't be a requirement.

My problem with it is you need to build him for every single stat. Why the hell should we need to do that? Specializing him doesn't work at all, due to his abilities using different stats. Therefore, an optimal Oberon is actually impossible. Silly af. I want old Oberon back. At least he made sense. Oh, and if you want, you can see what I want Obie ron Tennobi to be. The post should be somewhere around here.

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3 minutes ago, Alusdrann said:

But, either way, yeah currently the "synergy" is more like dependence, and HG's current design pretty much forces you to build Oberon for range, which really shouldn't be a requirement.

Except no. Synergy is for a greater effect, it's by no means necessary

DE could have full well not made the powers work together like before, so a little bonus is absolutely fine

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4 minutes ago, Sinnjid said:

My problem with it is you need to build him for every single stat. Why the hell should we need to do that? Specializing him doesn't work at all, due to his abilities using different stats. Therefore, an optimal Oberon is actually impossible. Silly af. I want old Oberon back. At least he made sense. Oh, and if you want, you can see what I want Obie ron Tennobi to be. The post should be somewhere around here.

God, I feel like I'm white-knighting hard about this, but it offends me when all these special snowflakes complain about specializing Oberon to one thing. He's a jack-of-all-trades, and finally said trades can actually cause some damage, unlike before. By no means is he perfect yet, but he's getting there since his kit was nice even before this. If I can use a frame effectively to solo missions, then these supposedly better gamers should be able to do the exact same thing.

Edited by 1tsyB1tsyN1nj4
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16 minutes ago, 1tsyB1tsyN1nj4 said:

Except no. Synergy is for a greater effect, it's by no means necessary

DE could have full well not made the powers work together like before, so a little bonus is absolutely fine

There is a difference between synergy and dependence. Synergy implies that the individual components can hold their own. Dependence is the opposite. In Oberon's case, nothing in his kit really holds its own at all in comparison to other frames.

As of this patch, Renewal works somewhat better, but is definitely nothing special without the extra effect from HG. Which, since you apparently aren't aware, was an effect that already existed on HG before the Oberon revisit. So they literally just made it more expensive to get access to it, with the only upside being that it's newly portable so long as you don't mind burning through Oberon's already-limited energy reserves.

Reckoning without HG assistance is no better than HG itself. You get more damage and maybe some health orbs, but it also costs a lot more energy, which Oberon already lacks.

Smite is lols. It's the worst use of his energy you could pick, currently, unless I suppose you went for a pure efficiency build.

Edit: I should emphasize that I'm fine with their current concept of wanting you to use all of his skills to get the most out of him. I'm just here to say it needs much more work. None of his skills stand out on their own (some are barely even usable at base), and trying to use them together is difficult because of his energy management problems.

I don't blame DE. Hybrid-style characters are notoriously difficult to balance. I just hope they realize they have a lot of work to do on him before he can be called 'done'.

Edited by Alusdrann
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Just now, 1tsyB1tsyN1nj4 said:

God, I feel like I'm white-knighting hard about this, but it offends me when all these special snowflakes complain about specializing Oberon to one thing. He's a jack-of-all-trades, and finally said trades can actually cause some damage, unlike before. By no means is he perfect yet, but he's getting there since his kit was nice even before this.

My problem is not that he's not super easy to specialise. I hate one trick ponies as much as the next guy. But you cannot properly optimise him, since he requires every single stat, and almost every ability uses a different one. And since you need to rely so heavily on the terrible Hallowed Ground, that really hurts him, since it isn't just cast and then everything works after that. It's irksome. I still want Obie to be a good handyman, but I want him to not be absolutely impossible to maximize without absolutely gimping everything, like EV Trin, which I hate and I want to burn. There's a healthy medium for what the two of us want. Now all we need to do is just hope DE listens.

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Just now, dragnhuntr666 said:

Was hoping there was a fix to add sentinels to Oberon's passive. Guess not in this patch. It's the only reason I'm shelving Oberon even after getting his rework. 

It's just because DE thinks Obie is a park ranger. They've always thought that. Frankly, Obie needs a passive to mitigate the colossal energy costs he has. However, it would be nice if they did at least extend that to sentinels.

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