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Oberon Feedback 20.3.1 and beyond


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Just now, (PS4)maelstromm15 said:

Usually I can get by against sortie level enemies with a strength based rage-vitality-QT-P flow build, on console. There's what I've always used on him for solo and tanking. The only time I died in general was when renewal ran out of heal time or I got fully healed, which should be solved with the rework. It's not an infinite survival tank or anything, but it's workable.

My build is mostly a str+dur build with Vit+steel thrown into the mix for giggles. I can relatively stay alive for enough time to kill whats shooting me. It works, but i also attribute my survival to my weapons+my orthos prime build(tigris p, euphona, and condition overload orthos prime)

its a stupid, OP loadout....buts its SOO much fun shredding everything and its mother with what was once a top tier weapon

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19 minutes ago, (Xbox One)InfernusXcanis said:

My build is mostly a str+dur build with Vit+steel thrown into the mix for giggles. I can relatively stay alive for enough time to kill whats shooting me. It works, but i also attribute my survival to my weapons+my orthos prime build(tigris p, euphona, and condition overload orthos prime)

its a stupid, OP loadout....buts its SOO much fun shredding everything and its mother with what was once a top tier weapon

Well from the maths I've been putting together, a QT build with the 254 power str, using vitality, rage, qt, p flow, blind rage, transient fortitude, and two extras (P Cont, Phoenix renewal, stretch, etc. Steel fiber can be used here, but doesn't affect iron renewal, so not including it in the maths.) you can get his EHP to 3587.05. Not super impressive by itself. Renewal, though, heals 174.4 EHP/s (including armor), on health. When QT is taken into account, renewal actually heals for 418.57 EHP/s, when down to your energy bar. He's no super tank, but it's perfectly doable against sortie 3 level enemies. A bit more tweaking and he could be really strong.

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54 minutes ago, (Xbox One)InfernusXcanis said:

My build is mostly a str+dur build with Vit+steel thrown into the mix for giggles. I can relatively stay alive for enough time to kill whats shooting me. It works, but i also attribute my survival to my weapons+my orthos prime build(tigris p, euphona, and condition overload orthos prime)

its a stupid, OP loadout....buts its SOO much fun shredding everything and its mother with what was once a top tier weapon

The build I run on reworked Oberon is a hybrid to up all his abilities without dumping all focus onto a few it works out very well.

Aura- growing power

Build- vitality, p flow, p continuity, rage, transient fortitude, streamline, stretch, steel fiber or quick thinking or p-vigor for last slot (still play testing which fits best)

Exilus- power drift

Transient fortitude+power drift+growing power= +95% power strength without intensify and it's pretty much equivalent to a blind rage's +99% without the huge efficiency negative. With no negative efficiency I don't have to run fleeting expertise to compensate so my duration doesn't take a huge hit either which let's me run transient and still get positive duration with p-continuity.

Now growing power gives +25% strength when you inflict a status WITH A WEAPON so to always be active I run the rakta dark dagger with syndicate mod which gives 100 percent status chance and the Taxon sentinal which has a guranteed cold proc keeping growing power up Virtually all the time.

The rakta dark dagger grants overshields when you melee radiation inflicted targets which all of Oberon's powers inflict. Rakta dark dagger synergizes well with Iron Renewal and hallowed ground giving regenerating shields on melees and overshields. The syndicate mod gleaming blight gives +100% status and +1 blight which grants a viral AOE proc along with +25 energy every syndicate affinity proc. This helps with energy costs and works while channeling renewal. Slap a condition overload on the rakta dagger and you're doing more then enough melee damage on a 100% status weapon thanks to gleaming blight while keeping growing power active if Taxon isn't.

Lense- Zenurik, Anytime you're not channeling Zenurik will be regenerating 4 energy per second which adds up and does more then you think.

Zenurik Regen while channeling is off and the +25 energy from gleaming blight let me run Streamline instead of fleeting expertise which craps on duration. With my duration positive instead of negative when I do channel off renewal my armor buff timer stays up more then long enough to benefit from Zenurik before channeling again to refresh and re heal. My hallowed ground also stays up longer meaning less recasts.

I have all these benefits with +95% strength benefitting Hallowed ground and iron renewal greatly all while still fitting + range, efficiency, and duration effectively benefitting and upping all aspects of all my abilities AND I give myself overshields lol. That's my ideal Oberon build. Benefitting everything as much as possible without crapping on something else to take advantage of his jack of all trades standing. This has taken me further then the imitate defy. Because I can still tank with imitate defy but all my other strengths are still there.

Edited by (PS4)destroyerchris1
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Alright so I want to clarify some things before I post this.

  • I DO NOT want to make Oberon OP.
  • I DO NOT want to witch hunt members of DE for the rework or DE as a company.
  • I DO NOT want DE to leave Oberon as is.

Change can only happen if criticism is constructive and specific and that is exactly how I want this rework to go. Please provide me with any feedback you can so that it can be discussed and a verdict is reached, if a decision to change anything stated is reasonable and properly justified by the community I will make edits to this post. I understand that this post will likely get lost within the mega thread so if you like any suggestions, keep the post alive by providing legitimate feedback. This is an attempt to come to a conclusion as a community for what we want to change with Oberon. Without further ado, lets get started.

Passive Proposed Changes:

  • Oberon possesses an innate 'Rage' effect at 30% damage to energy conversion as well as an innate "Guardian Derision" effect when blocking which scales in range relative to the edge of Hallowed ground (with a minimum of 10m)
  • Posesses the same passive including the one above
Spoiler

I first saw this suggestion by Marrikbroom when discussing Oberon's paladin theme. As he is able to take damage (as seen by Xenogelion's build) Oberon should have the ability to pull aggro towards him and gain energy from it naturally. This in ideal scenarios, helps manage the CC Oberon provides with his radiation procs. Ideally, enemies won't be focused on teammates or Oberon but each other, when they are not however (or when Oberon needs energy/ distraction from a downed teammate), Oberon should have the ability to direct the flow of battle towards himself, and blocking is a great way to do so. By scaling with the range of Hallowed Ground, Oberon is encouraged to do most fighting on HG which helps with the synergy of his entire kit.

including this buff as well as the current one does not seem overpowered as

  1. Sentinels are more abundantly used by the community than companions
  2. At higher levels the bonuses seem negligible
  3. with the additions to smite listed here, it would add motivation to take control of animals and give players more options on the field. 

Thats my point, by having these qualities as a combined passive (that could stack with mods) players wouldn't need to worry about those mods being "mandatory" to their build, just a nice addition so they could focus on other modding combinations. If a player wanted to include 'rage' or 'guardian derision' they still could and receive considerable benefits from them and the option to build around them. Though I think I see a point of criticism,"if i got a free buff for my mods, why wouldn't I maximize that buff? That doesn't solve a problem that just makes an existing problem worse" But I would argue that that exact point helps strengthen mine. Any Oberon build you make requires you to sacrifice something (be it power strength, range, efficiency etc.) But the suggested passive instead gives the player more freedom to decide weather they want to make "the ultimate rage aggro build" or just use the passive as a bonus and add a mod like energy conversion instead. This gives players more freedom to experiment, something I think is crucial to the "feel" of Oberon.

Smite Proposed Changes:

  • Kubrows and Kavats hit by smite (and adjacent projectiles) will join your party until their death, receiving companion buffs. Number of animals influenced at a time by Oberon scales with power duration (1-7 animals at a time). (Animals act as members of the squad and do not delay extraction)
Spoiler

Currently, I for one am satisfied with the damage/minor CC it provides. It would be nice if the orbs did not scale in the split manner that they do now, but there are ways around that without being to big of an issue and I have enjoyed the playstyle so far, I only want to include one change. Since this ability relies heavily off of which target is initially hit by Smite (and since I have heard some of the community complain about the previous passive being removed) would it be possible to incorporate the previous passive within smite? This correlates to Oberon's theme, provides a small but useful niche, and I know the developers were at first very adamant to keep this passive when it first came out. 

To the best of my knowledge, this is not overpowered, but requires some play testing in order to get the balancing and numbers right, something I don't know if the developers are willing to go through and program. 

 

Hallowed Ground Proposed Changes:

  • Adjust Ability angle to 360 degrees by default
  • Ability to "pick up" Hallowed Ground as an Aura and move with the ability centered around Oberon. Pick up works similar to Volt's riot shield, being an activation prompt in the middle of HG. Moving with Hallowed Ground as an Aura reduces the range by 1.5x and drains energy based off of Power Efficiency (proposed 1-2 energy per second at base). Once Hallowed Ground is "dropped" it continues the duration timer where it left off when "picked up".
  • Ability radius (base) of Aura: 10m
  • Ability radius (base) while stationary 15-20m
  • Enemies affected by radiation on Hallowed Ground give Oberon 1 energy, enemies killed on Hallowed Ground give Oberon 5 energy per kill, enemies killed on Hallowed Ground while irradiated give Oberon 6 energy

 

Spoiler

In my opinion, this is Oberon's Achilles heel. The update made every ability he has synergize with hallowed ground in some way, but the issue arises that Hallowed Ground is not effective enough as it is now in order to have such a dramatic role in Oberon's kit. In my opinion (with 20% overall usage of Oberon for 454 hours of mission time), Oberon's playstyle should, in theory, maintain this dependence on hallowed ground. Yet, given how much the game has changed since Oberon was introduced, hallowed ground is simply outclassed by so many other "camping" abilities (or straight up replaced by aura abilities) to be useful anymore. In order to change this, I believe that it is vital for Oberon to be able to pick up and utilize Hallowed Ground as an aura and be placed wherever the situation deems necessary (be it a choke point, defense objective, revival spot). Decreasing the range in aura form encourages the transition period from point A to point B to be temporary, without leaving Oberon or allies vulnerable when it is time to move. This also doesn't leave Oberon or the team at a disadvantage (or to stop game play) if faster allies are ahead of renewals range when Oberon casts iron renewal since he should feasibly be able to always be around the group to provide support. However, such a big mechanic change may not be desirable from DE, and therefore I highly doubt this will be implemented (But, they did it with volt's shield so here's to hoping!)

By still giving Oberon the advantage to place multiple Hallowed Ground's, a player can maintain a wide area of strategic coverage (if they build for range and place in correct locations), for situations that require players to stay in one place for defensive CC. This brings Oberon on par with Limbo and Frost but is more comparable to Nyx due to radiation. However, because of the independent nature of radiation, Nyx is still superior to Oberon which is the point entirely: Oberon preforms a task done by other frames effectively and situational, but not to the point where the other frame is rendered obsolete.

This is further supported by the proposed energy regeneration from hallowed ground. Coupled with the suggested passive, Oberon's current energy dilemma is far better managed. I do not believe the conjunction of both is overpowered however, due to the fact that Rage energy recovery is convenient but unreliable (due to the risk of death) while hallowed ground is reliable but inconvenient recovery. The two work together to allow Oberon a constant intake of energy. Also, considering the high cost of his abilities and the necessity to recast many of them or channel them, Oberon requires a source of energy replenishment (which he cannot receive currently from energy restores or Energy Vampire or Zenurik).

I cannot see a valid reason as to why HG is not a circle by default. 360 degrees around Oberon on cast, I find, is necessary. This provides a larger area of coverage without having to mod, a simpler and more approachable way to mod, and synergy with reckoning. As it stands, if I were to cast reckoning, surrounded by enemies behind me and in front of me, only half would receive the armor debuff as HG only covers 180 degrees around Oberon. It is also the general consensus of the Community that power strength is a necessity for Oberon's effectiveness. With this in mind, Overextended is not worth using as it forces a player to sacrifice the greatest utility for Oberon at higher levels: armor reduction. A full circle does not eliminate the range problem but allows the range problem to be addressed via normal modding and is practically 2x the coverage for his main CC ability (which, given its short range, should be standard).

Renewal Proposed Changes:

  • Flat cost for renewal per tic
Spoiler

Honestly I don't see anything wrong with renewal as it currently is. However, as stated by Brozime and Marrikbroom, you are punished for healing teammates because of energy taxation on a low energy pool This would eliminate that problem.

 

Reckoning Proposed Changes:

  • Base armor reduction value set to 50%
  • Health orb drop on hit 50%
  • Energy orb drop on hit 50%
  • Blind proc base range 8 meters
  • Blind proc base duration 8 seconds
Spoiler

Given that frames such as Frost and Ash can strip armor more effectively than a support frame intended to debuff armor is in my mind, unjust. THIS DOES NOT MEAN I WANT A NERF TO THOSE ABILITIES!!! It simply means that I want Oberon to fulfill that role so that those and other frames may capitalize further on their strengths instead of added bonuses. Buffing the innate armor reduction to 50% (which is still dependent on HG) allows for far less of an energy output to receive similar affects but given the fact that Oberon must use over half of his energy (at base WITH primed flow on top of a 50 cost from HG) this should not be seen as a problem. As far as the corrosive projection argument goes, I prefer to run without it if I can. I do not want there to be mandatory aura's for all frames and running with a four stack of players with CP renders the armor stripping affect of Reckoning useless in the first place. By giving the player the freedom to explore different build possibilities with auras builds can become more variable and customized for a specific goal and as long as Oberon can armor strip on his own, I don't see why i need CP on top of that.

Health orbs and energy orbs make the cephalon mods viable. The only Frame I am aware of that can benefit from those buffs however, is Nekros. By allowing the health drop to be on hit, more players can utilize these otherwise very niche mods, as well as equilibrium, into their builds. On top of that, it encourages other players to stay by Oberon and his Hallowed Ground, something Oberon needs in order to support properly. rewarding players by working cooperatively with health and energy pickups is a good thing in my opinion.

Excalibur has a blind radius of 25m at base, Inaros at 15m. Though unasked for, the blind inclusion on Reckoning is a nice touch, but far to small to be useful. a small Buff would do it wonders.

Overall I'd say the rework as it is now, is good (great in some players eyes) but left unfinished as it portrays Oberon as something he's not. Oberon should have the ability to use all of his abilities to their best effectiveness and provide a role on any team while stronger frames do the majority of the work. I don't want Oberon to overshadow any frame, but I want him to have a unique position/play style that makes players consider him rather than immediately call him trash. An Oberon, in my opinion, should be able to have the versatility to mod distinctively to fit any mission type and not excel at any one, but be able to contribute to each. Perhaps this is a bit much to ask, but the proposed changes, in my opinion, give him a more tangible role and distinctive feel.

I want to do whatever I can to encourage DE to keep up the good work and to not be finished with him just yet. Though some buffs to his base stats (energy, armor) would be greatly appreciated, I guess its a wait for the prime release. However, if Oberon isn't improved upon any, or given a unique position, I guarantee I wont be spending money on a shinier version of him. 

(please respond with any feedback you have, its greatly appreciated, and thank you for reading)

PLEASE GO READ MY THREAD ABOUT THIS THERE ARE CHANGES MADE AND DISCUSSION BEING HAD WE NEED YOU TO BE A PART OF IT 

Edited by Oni_Spartan4
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4 hours ago, (Xbox One)InfernusXcanis said:

Agreed. I plan on pumping more forma into my oberon for when consoles get the rework.

i mean, my 1-2 forma build is already stupid op as is, but his build? Damn its pure genius.

Yeah, he basically was able to turn his Oberon into a gimped Chroma. With his small range and negative efficiency his 1 and 4 are near useless outside of armor stripping a heavy gunner then being out of energy.

Notice how Xeno didn't make much use of Reckoning in his video. I question his mindset if he really considers 800 armor Oberon with 100 hp regen OP when Chroma is very easily capable of having tens of thousands of armor and lifesteal.

Oberon has the potential to be a great frame, but only when he is able to make use of ALL FOUR of his abilities and the synergies between them.

I really hope Scott doesn't take a look at this Chroma-lite and decide the frame is okay where its at because of it.

Edited by Music4Therapy
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2 hours ago, (PS4)maelstromm15 said:

Well from the maths I've been putting together, a QT build with the 254 power str, using vitality, rage, qt, p flow, blind rage, transient fortitude, and two extras (P Cont, Phoenix renewal, stretch, etc. Steel fiber can be used here, but doesn't affect iron renewal, so not including it in the maths.) you can get his EHP to 3587.05. Not super impressive by itself. Renewal, though, heals 174.4 EHP/s (including armor), on health. When QT is taken into account, renewal actually heals for 418.57 EHP/s, when down to your energy bar. He's no super tank, but it's perfectly doable against sortie 3 level enemies. A bit more tweaking and he could be really strong.

Again, read the comment above. When Oberon isn't able to make use of Smite and Reckoning and only builds around Iron Renewal, he turns himself into a gimped Chroma. Chroma can achieve tens of thousands of armor and massive damage and Life Strike is just as if not more effective than the heal over time.

Oberon is at his best when he is able to use all 4 of his abilities and the synergies between them. This is coming from a solo-Mot endurance players who's taken Oberon past 60 minutes solo without Naramon multiple times this week alone.

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Just now, MarrikBroom said:

Scott said basically he thought Oberon was in a good place as of dev stream, so I"m afraid he's either looking at the 'croma lite' build... or he's using arcane energize at max rank, or he's simply mucking about at low level missions.

Yeah, the people that don't understand that Utility > Survivability are going to kill this. As someone who used to play Chroma a lot in the past, I prefer Oberon over him because of the CC and other utility he provides. If people want to walk around and not use his other abilities thinking "omg I'm op" they should give Chroma a try, because he is literally 50x+ the tank Oberon is.

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28 minutes ago, Music4Therapy said:

Yeah, the people that don't understand that Utility > Survivability are going to kill this. As someone who used to play Chroma a lot in the past, I prefer Oberon over him because of the CC and other utility he provides. If people want to walk around and not use his other abilities thinking "omg I'm op" they should give Chroma a try, because he is literally 50x+ the tank Oberon is.

This reason is exactly why I run the build that I do. Focusing all on iron renewal pigeon holes Oberon into a role others are far superior at and holds him back as a frame. What bothers me is him thinking Oberon was the most amazing and OP frame ever because of it. I don't know what game he's playing that he thought it was so amazing. His favoritism is definitely giving him a bias because the build works to an extent but is far from amazing and doesn't justify the reworks issues.

Edited by (PS4)destroyerchris1
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1 minute ago, MarrikBroom said:

That's the problem with this rework. Renewal, especially with Iron Renewal buff, is a VERY attractive ability to use. However if I want to use it I"m punished by the usual energy sources (trinity, energy siphon, and zennurik) being switched off which... is fair as that happens with other channel abilities. The problem is that's the shiney toy that ramps up Oberon's survivability and ideally would allow him to go in to BE a sort of middle ground between caster and front line smasher. Hell his 1 is great at destabilizing incoming enemy groups so you can run in guns blazing and sword swinging. If i wanted this 'oh hey I can run around with super regen going I'd just use either chroma since he's grabbable within the star chart pretty easily (albeit right as you finish unlocking everything,) or Nidus.

 

Come to think of it that's probably what scott sees. 'oh they'll love this. A chroma they can get early.' If that's where DE sees Oberon's place then just tell us to end the confusion. Then again they probably fear backlash. THe problem with that is they already have backlash because 

Developer: This is fine.

Playerbase: No it isn't, and we're the ons that give you money. We would like another look at this.

If they want to use the excuse that because he's an early frame he should be mediocre that ain't gonna hold up well. Considering the starter frames volt and excal are some of the most solid frames in the game lol. Oberon should not be a worse Chroma that build is gonna have everyone trying to run him like that now. A highly inefficient wukong/Chroma hybrid tank that falls way short on both ends. That build just takes him in the wrong direction IMO.

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47 minutes ago, (PS4)destroyerchris1 said:

If they want to use the excuse that because he's an early frame he should be mediocre that ain't gonna hold up well. Considering the starter frames volt and excal are some of the most solid frames in the game lol. Oberon should not be a worse Chroma that build is gonna have everyone trying to run him like that now. A highly inefficient wukong/Chroma hybrid tank that falls way short on both ends. That build just takes him in the wrong direction IMO.

Oberon's ability to use CC and provide party utility is what separates him from Chroma and actually makes Oberon a better squadmate to have, by running such low efficiency and mediocre range on a kit that already has range issues he is effectively gimping himself just to be able to do what Chroma does 50x better.

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1 hour ago, MarrikBroom said:

 

Come to think of it that's probably what scott sees. 'oh they'll love this. A chroma they can get early.' If that's where DE sees Oberon's place then just tell us to end the confusion. Then again they probably fear backlash. THe problem with that is they already have backlash because 

Developer: This is fine.

Playerbase: No it isn't, and we're the ons that give you money. We would like another look at this.

Yeah, it's this notion people should stop.  They are forgetting this is an open market, they are free to stop playing or paying and do something else with their money.  They are not entitled to throw a fit at everything they don't find perfect and control how DE does things.

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I don't get this compare Oberon to other tank frames thing that's going on.  People are talking as if the health regen from his 3 only applies to him but it in fact applies to the hole squad.  Think Nidus and his passive health gain makes him a good tank.  Well take him on a mission with a Oberon build to keep his 3 up all the time good luck killing that Nidus now with some armor damage reduction and all that health being gained back he is get pretty damn unkillable same goes for inaros and other tank frames.  Oberons power comes from his ability to make his team even more unstoppable his role is not to be a discount tank him self don't even know why people are even discussing him as such.  Sure you could argue trinity is a better healthier but you won't see a trinity controlling the battle field and playing with the level of offensive  capability that Oberon has either.  A different way to look at it to is Oberon brings healing plus utility while trinity enables others to bring utility.  Oberon is a support frame that makes his team stronger while being able to bring the fight him self as well. it's a matter of wether or not you want the support frame to proved the utility or enable others to bring utility.

Edited by October0Night
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2 minutes ago, October0Night said:

I don't get this compare Oberon to other tank frames thing that's going on.  People are talking as if the health regen from his 3 only applies to him but it in fact applies to the hole squad.  Think Nidus and his passive health gain makes him a good tank.  Well take him on a mission with a Oberon build to keep his 3 up all the time good luck killing that Nidus now with some armor damage reduction and all that health being gained back he is get pretty damn unkillable same goes for inaros and other tank frames.  Oberons power comes from his ability to make his team into even more unstoppable his role is not to be a discount tank him self don't even know why people are even discussing him as such.  Sure you could argue trinity is a better healthier but you won't see a trinity controlling the battle field and playing with the level of offensive  capability either Oberon has either.  A different way to look at it to is Oberon brings healing plus utility while trinity enables others to bring utility.  Oberon is a support frame that makes his team stronger while being able to bring the fight him self as well. it's a matter of wether or not you want the support frame to proved the utility or enable others to bring it.

The thing that separates Oberon from a blessing Trinity or a Chroma is the utility the rest of his kit outside of Iron Renewal has to offer. By gimping your eff and/or range for the sake of a stronger Renewal is counterproductive when the strength of Oberon's kit lies in the sum of its parts. When Oberon is able to make use of his full kit he is at his strongest.

Edited by Music4Therapy
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32 minutes ago, Music4Therapy said:

The thing that separates Oberon from a blessing Trinity or a Chroma is the utility the rest of his kit outside of Iron Renewal has to offer. By gimping your eff and/or range for the sake of a stronger Renewal is counterproductive when the strength of Oberon's kit lies in the sum of its parts. When Oberon is able to make use of his full kit he is at his strongest.

I agree with this and my build allows me to keep his 3 up at all times plus strip armor and spread rad procs like candy.  His 2 does not have a long duration but honestly not that big of a deal as I am actively casting it under enemies that I want to strip armor from rather then waiting for them to come to me.

 

As far as range goes not sure why you build for range for renewal group up cast and you are good to go the team will keep the armor buff and receive heals for the rest of the mission regardless of range as long as you keep channeling it and they dont fall off a cliff or do some other thing that tends to reset buffs

 

 

Edited by October0Night
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24 minutes ago, October0Night said:

I agree with this and my build allows me to keep his 3 up at all times plus strip armor and spread rad procs like candy.  His 2 does not have a long duration but honestly not that big of a deal as I am actively casting it under enemies that I want to strip armor from rather then waiting for them to come to me.

 

As far as range goes not sure why you build for range for renewal group up cast and you are good to go the team will keep the armor buff and receive heals for the rest of the mission regardless of range as long as you keep channeling it and they dont fall off a cliff or do some other thing that tends to reset buffs

 

 

I run with 160% range for Reckoning, its base range isn't enough on its own imo. Different strokes. But Oberon having CC is what seperates him from those that don't have real CC, like Chroma and Trinity.

Edited by Music4Therapy
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17 minutes ago, Music4Therapy said:

I run with 160% range for Reckoning, its base range isn't enough on its own imo. Different strokes. But Oberon having CC is what seperate him from those that don't have real CC, like Chroma and Trinity.

This is true his CC is of some real value.  I amity do not have a range mod but I tend to focus and countering smaller groups of enemies rather then whole rooms but either way he sits much better then he did be for the rework and seems to suffer more from people under valueing his kit as a whole then anypitt fall his kit may or may not have

Edited by October0Night
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7 minutes ago, MarrikBroom said:

So Range + Cunning Drift?
What else were you running?

 

Hell I"m starting to wonder if I was just doing it wrong by wanting to keep his armor buff going full time.

Having a range build for reckoning means more rad procs.  You don't have to build to keep his 3 up at all times if you do not prefer that. His kit can be modded a number of ways to fit your play style and the kind of support your squad is looking for.

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17 minutes ago, MarrikBroom said:

Hell I"m starting to wonder if I was just doing it wrong by wanting to keep his armor buff going full time.

It's a good idea to turn it off and get energy from some other source for his 1 and 2 (possibly his 4 if you can find a way to make it work). He will live longer by using his CC and keeping as many of the Ai in that radiation effect as possible. He plays like a Loki with irradiating disarm and shouldn't be tanking damage or keeping his armor on.

If you're trying to play a preemptive healer, don't, you're better of using Trinity. Oberon is more of see someone getting hit cast a heal near them and hope it's enough to keep them from dying.

Edited by LazyKnight
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I like that his rage iron renewal is a pseudo Defy wukong. I also much prefer the conical carpet, I don't care that much about how it looks but I will say I like the look of the new version. I like that power strength affects his other effects not just damage, even if the damage numbers are on the low side. Improving auxiliary effects like the carpet status chance, heal numbers and the number of smite orbs with power strength is always nice to see on a support frame.

I think the scaling on smite is kinda strange, I'm not so concerned about it as I don't really use smite for damage, nonetheless it seems broken. I would like to see a larger knockdown radius, or a 100% blast proc on all orbs rather than just a radiation proc, this would also make having more orbs actually useful. I think a touch more CC would make this ability exponentially better. If I could have this I'd be happy to lose the scaling damage all together on this ability.

I'm really quite happy with hallowed ground and renewal, although considering a Druid is supposed to be a master of his environment I'd like to see hallowed ground be the pivot of his synergy as right now, he seems very similar to Mag in that his 2 and 3 are great, his 1 is decent CC if anything, and his 4 is just eh. Not the synergy I expected after seeing what they did with Saryn's touch up. I would like to see Hallowed grounds buff all of his abilities not just renewal. Maybe something like smites scaling being an accumulative percentage of the health of all enemies that are within hallowed grounds. That being said I think the scaling is better suited to reckoning anyway. I'd be happy with smite being purely CC or a debuff. I think it would be good if survivors of reckoning were tagged for a certain duration and if tagged enemies are killed within hallowed grounds they are guaranteed to drop the health orb rather than the current health orb setup. I would also drop the blind mechanic from reckoning altogether, its useless in my eyes (pun intended). I'd actually rather see a small radial blind on smite. Swapping the scaling on smite, with the blind on reckoning would be really nice in my opinion. I also think the damage buff should be on enemies within hallowed grounds rather than on irradiated enemies, just on the theory that the carpet should be the pivot ability.

I really think Reckoning needs to debuff armour almost identically to Frost's avalanche. Armour augmenting seems to be his thing so if its not identical to Frost's it should be better not worse.

All in all I think the touch up feels a lot like Mag's, which isn't bad, I just think a few mechanical tweaks could really improve the synergy and really make him awesome. I'm enjoying Broberon 2.0 and I honestly don't care too much about the damage numbers as I've always seen him as a support frame. I'd like to see some energy cost reduction, the one issue I've had so far is I've had to go out of my way to take damage in order to trigger rage to keep my energy up. I really like the Rage Renewal combo as it let me brawl with him a lot more now and he feels a lot more like a Paladin now.

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2 minutes ago, MarrikBroom said:

Actually that'd be OP as balls. Having it behave as if Oberon gets either a direct +50% power strength, enemies dying giving anyone on hallowed ground +5 energy and Obero nan additional +5 energy regardless of where he is (giving him a potential ten per kill) and something that would cause enemies to gather on the carpet (Not a Nidus spagetti monster like sucking enemies in, just 'oh hey that's an interesting thing we must go there to fight' sort of effect)

I kind of wonder how carpet itself will kill anybody, and talking about it, look at limbo's passives, where rift energy just doesn't really work as good in public because of how others don't opt for specific frame's playstyle. However, I do see it working out because it's not rift, nonetheless.

Also, being revived by carpet is still quite risky, because carpet has duration and there are enemies near dead tennos. Not that oberon has anything neat in the rest of his kit aside from smite (not counting renewal, which would work well with HG if it worked this way.)

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@[DE]Grineeer

(Compiled after considering different builds and a weekend of playing)

General Feedback:

The radiation and puncture procs from Oberon's abilities should scale with duration to make his debuffing and CC more potent.

Smite:

Needs more range, as current version lacks the range for the projectiles to spread and spread the debuffs

Projectiles also inflicting knockdown would be very nice for CC.

Hallowed Ground:

Needs some grass-like visuals, just as much for flavour as for its visibility. It's hard to keep track of its aoe.

For an ability that needs to be cast to make the other two function at max potential, its lackluster. You are incentivized to put it down and cast on it, but not to use it for its own sake. Right now it only gives you status immunity and some light status chance to spread radiation. 

Needs some extra buffs like healing, armor, etc. This would not only give Oberon an opportunity to extend extra durability to his allies but also entice players to stay close to him. 

Renewal:

Too energy intensive. It takes energy to cast, requires energy to maintain and eats energy when it applies heals. Oberon can be drained dry quite easily, and without rage it's impossible to maintain renewal.

I would recommend making it like desecrate, where it consumes energy only when it heals.

Otherwise I would ask Oberon to be given a way to replenish energy, such as forcing irradiated energy kills to drop energy orbs. This would also open a synergy with Energy Conversion, an exciting mechanical synergy that Nekros has with Health Conversion and Desecrate.

Reckoning:

It's range is too short. Needs more range.

Armor stripping should scale with total enemy armor at all times. This lets armor be stripped with a few casts with sufficient power strength.

Enemies should have a slow recovery speed to give more CC.

Letting enemies be trapped if reckoning is used on Hallowed Ground would be cool, for even more CC!

 

Stat Requests:

Larger energy pool, slightly more armor would be great.

 

Thank you for reading. 

 

 

 

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As someone that mains Oberon, this gets my vote. I'd also like to add that damage should not be divided up amongst Smite's orbs. Rather, Strength mods should only increase the number of orbs while the damage each orb deals should remain the same, regardless of the number of orbs.

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