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Octavia’s Anthem: Hotfix 20.3.1


[DE]Megan
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6 minutes ago, Sinnjid said:

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.

The problem is the weird reverse duration on Renewal, the crappy "new" passive which isn't new at all, and his low energy pool. Other than that he pretty much has himself covered with healing, some cc, and proc removal

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49 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.

Except getting that high is hard or impossible on a lot of frames without sacrificing other things

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Just now, 1tsyB1tsyN1nj4 said:

The problem is the weird reverse duration on Renewal, the crappy "new" passive which isn't new at all, and his low energy pool. Other than that he pretty much has himself covered with healing, some cc, and proc removal

I'd like to see the broken duration on Renewal fixed, and have it add armor just as an innate function of the ability. Also, I want to see Hallowed Ground follow Obie around, and remove the tickle effect and replace it with an armor multiplier to Renewal's buff. That way, that armor would really mean something nasty for enemies. Oh, and have Reckoning remove more armor, and have that as an innate function. And yes, DE seems to think Obie's the king of household pets. It's absolutely silly. I want a passive that helps fix his awful energy costs. Other than that, yeah, Oberon's got some nice perks, and most of them were there from before. Now, all DE needs to do is incorporate them all together and make them not be a chore to use correctly.

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1 hour ago, Reefermun said:

Oberon, hope you turn out good!

Oberon's real problem is that he has no clarity regarding his theme. His powers suffer as a result of the lack of direction as to what he is.

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, this would eliminate the need for the mandatory power combos, and go a long way with alleviating his energy-chugging tendencies. 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?).

 

Overall, this most recent update was definitely a step in the right direction. Renewal makes Oberon viable for building for ruggedness now. With a little change to that Phoenix augment, he might even be up there with Wukong. His other powers aren't really that grand, but Smite is at least fun to spam at enemies now. Please do consider what you've read in the forums!

This has been his problem from day one. They said he was supposed to be a Paladin. His ability set supported this idea. Radiation is not a guaranteed CC. His heal was supplementary. His ability damage was supplementary. But his stats did not reflect the fact that it requires a tank to use powers like that. Hallowed Ground, which was originally designed to be something like Circle of Protection spells from D&D, where you were meant to stand out in the open relying on the defensive buffs and Renewal as a supplemental regen to keep you alive and radiation to keep some of the damage down. The problem was his stats didn't reflect this. He needed more base health and armor to pull it off. And his energy pool simply does not support the spam caster game play they're trying to push him into.

I for one think his powers should have largely been left alone, tweaking them rather than overhauling them, and having his stats changed to reflect the originally intended game play style they indicated Oberon was meant to have.

Edited by Ceryk
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4 minutes ago, Ceryk said:

This has been his problem from day one. They said he was supposed to be a Paladin. His powers supported this idea. Radiation is not a guaranteed CC. His heal was supplementary. His ability damage was supplementary. But his stats did not reflect the fact that it requires a tank to use powers like that, specially Hallowed Ground, which was originally designed to be something like Circle of Protection spells from D&D, where you were meant to stand out in the open relying on the defensive buffs and Renewal to keep you alive. The problem was his stats didn't reflect this. He needed more base health and armor to pull it off. And his energy pool simply does not support the spam caster game play they're trying to push him into.

I for one think his powers should have largely been left alone, primarily tweaking them, and having his stats changed to reflect the originally intended game play style they indicated Oberon was meant to have.

All that DE needs to do is ironically remove Hallowed Ground dependency from the equation to make a vastly superior Oberon. Oh, and let Hallowed Ground give ridiculous levels of armor from Renewal's boost. Oh, and yeah, DE seems to think he's the king of household pets, and a druid to boot.

Edited by Sinnjid
Forgot stuff.
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2 minutes ago, Sinnjid said:

All that DE needs to do is ironically remove Hallowed Ground dependency from the equation to make a vastly superior Oberon. Oh, and let Hallowed Ground give ridiculous levels of armor from Renewal's boost.

No, they need to removed Hallowed Ground from the equation when it comes to Renewal. Oberon's Tank sized energy pool doesn't support repeated spam casting, especially with the energy drain on Renewal. And the way his abilities are set up, pretty much any any use of Corrupted Mods is very detrimental.

Edited by Ceryk
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11 minutes ago, Ceryk said:

No, they need to removed Hallowed Ground from the equation when it comes to Renewal. Oberon's Tank sized energy pool doesn't support repeated spam casting, especially with the energy drain on Renewal. And the way his abilities are set up, pretty much any any use of Corrupted Mods is very detrimental.

Which is a problem considering they're required to reach the 360 degree angle required to actually use Hallowed Ground in any reliable fashion.

Or to actually support his current caster-spam design. Otherwise, he's the only frame that actually requires you to be in the Zenurik school to be usable.

 

About the Obie park ranger bit: My guess is DE is trying to merge the idea of an RPG Paladin with the idea that Oberon is "king of the fairies" and therefore should have some connection to nature. I don't know why the're having trouble merging the two ideas, but they clearly are.

Edited by Alusdrann
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18 minutes ago, Ceryk said:

No, they need to removed Hallowed Ground from the equation when it comes to Renewal. Oberon's Tank sized energy pool doesn't support repeated spam casting, especially with the energy drain on Renewal. And the way his abilities are set up, pretty much any any use of Corrupted Mods is very detrimental.

But that's my point. I want that ability to be good without the use of that. I just want to also get massive numbers with the help of Hallowed Ground having a multiplier for the armor that Renewal adds. Just for hilarious tankiness. Oh, and it'd be nice if that ability could also just follow Oberon. I just want him to not need Zenurik to even be considered using.

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19 minutes ago, Alusdrann said:

 

Which is a problem considering they're required to reach the 360 degree angle required to actually use Hallowed Ground in any reliable fashion.

Or to actually support his current caster-spam design. Otherwise, he's the only frame that actually requires you to be in the Zenurik school to be usable.

 

About the Obie park ranger bit: My guess is DE is trying to merge the idea of an RPG Paladin with the idea that Oberon is "king of the fairies" and therefore should have some connection to nature. I don't know why the're having trouble merging the two ideas, but they clearly are.

Doesn't even make sense as to why DE wants to give him that awful passive, though. He's a faerie, great. But he's a paladin first, faerie second. And, last I checked, he's not a disney princess, so I'm befuddled by this. He just needs a passive that helps fix his unrivaled energy costs

.

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41 minutes ago, 1tsyB1tsyN1nj4 said:

Except getting that high is hard or impossible on a lot of frames without sacrificing other things

That doesn't mean it falls off. The post I replied to claimed the second 300 armor is less effective than the first, and that isn't the case. Effective health as a percentage of actual health scales linearly with armor.

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Icons are still sooooo long to appear (foundry, arsenal, market...)... Really annoying (and a fix was already supposed to solve this... ;(

And still 3 transporters in the codex... ;)

Edited by Kramer17
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2 hours ago, Zanoza-chan said:

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.

Yeah I don't understand how it's supposed to work either; gonna log in and try it out. My knee-jerk reaction to it become a channel though is disgust. I liked it being a pulse of healing space magic.

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2 minutes ago, JCBeastie said:

Yeah I don't understand how it's supposed to work either; gonna log in and try it out. My knee-jerk reaction to it become a channel though is disgust. I liked it being a pulse of healing space magic.

Oh, it's not just that bad. Get this: The cost is increased for each person you heal. Companions included.

 

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3 hours ago, [DE]Megan said:

this will give Smite more punch when facing lower level enemies.

So your basically saying with that statement that Oberon should not be used with anything but lower tier enemies, which is the entire problem to begin with, you've put Oberon in a box which regulates him to only lower tier.

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Unless the Oberon fixes keep progressing to the point he is actively useful and can be used in sorties and actually contribute (and not be carried), then I feel safe in saying there is absolutely no chance I am spending any money on an Oberon Prime package. I won't even buy the associated syandana and other goodies. You do not reward poor behavior, period, as a customer.

With how well thought out and balanced the Limbo changes were and how careful and precise the subsequent power lowering of his 4 was, leaving him still strong and useful in high level content, I cannot believe that DE can't think something up to make Oberon better and more versatile. If pride's in the way, as a customer I can say I honestly don't care. I give waaaaaaay more credit to a company that can say 'we messed up, here's our solution' than one that goes 'this is our vision and how we feel it should be'. The latter is not something you can negotiate with and shouldn't be countenanced when there is an obvious shortcoming or failing.

Reckoning should not have a smaller radius than Eclipse's Maim while doing less damage. It simply shouldn't. Hallowed ground should either tick harder or provide additional buffs for standing on it. Smite DEFINITELY still needs more power behind it. Renewal's Armor buff needs to be replaced with a flat DR%. Less than Trin, obviously, but the amount of armor it gives does nothing at sortie to raid level fights.

I should feel confident bringing ANY warframe into a Sortie or Raid, especially one that has just seen a review like Limbo and now like Oberon. Oberon is not at that point, which is why he has been classified alongside Hydroid for so long.

DE, please fix this. My wallet is the only other way I can speak to you other than this forum. Don't make me use it.

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3 hours ago, [DE]Megan said:

Fixed Hallowed Ground being impossible to see with low particle quality setting. *Please note we are still working on Hallowed Ground FX improvements overall.

hope it looks cooler than what was there even that looked rad , maybe a higher fire effect but also a bit more transparent as to not get in the way visually,,,

 

speaking of transparent, Frost snow globes transparency still needs tweaking, transparency was perfect before the rework some time ago now i know you guys tweaked it a few times now but im a Frost fan and main him lots at times but snow globe transparency is still too opaque and gets really really annoying getting stuck staring at this milkier than normal overlay in my vision :P

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25 minutes ago, Sinnjid said:

Oh, it's not just that bad. Get this: The cost is increased for each person you heal. Companions included.

 

Played a couple of games with it now. Not as bad as I feared, I'm not rocking huge efficiency and it didn't drain me. Still don't know the mechanics, I think it has the initial heal when you cast but just maintains the heal over time for as long as you can afford to keep it running. Smite still feels pointless, and I can't see Hallowed Ground half the time and the arc still seems awkward to use. Maybe we'll see changes yet.

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