Talk:Oberon/@comment-74.96.199.63-20170428230400

The new cost of keeping Renewal up as a toggle is pretty extreme.

2 energy per second is a low base cost, but 3 per target being healed? That mechanic encourages solo over group play, since I'm not spending additional energy trying to keep teammates alive with no means of returning it beyond a constant wild dash for energy orbs. I understand it's modified by an efficiency-duration formula, but even at base that's far, far too expensive for what's being accomplished.

With a team of four, where everyone often requires maintenance, that will net you either 11 or 14 energy/sec at unmodified efficiency, depending on whether you count as a target or not. With sentinels and companions being included, that could spike up to 23-26. I don't even want to imagine the 47-50 drain/sec base that Oberon would have to endure in health drain scenarios during a raid of 8 people. Not even maxed channeling efficiency can save you then.

I hope DE either:

A) Adjust the formula to a flat, slightly higher drain instead (such as 3-5/sec) to allow Oberon to operate more smoothly in teams, where he is most needed as a support alternative to Trinity. This would allow him to still tank reasonably well in solo content with a Vitality-Rage build, but not penalize players for joining a team.

-or-

B) Limit drain to 2/sec per ally being healed (including self), and only ever drain energy when healing is needed, omitting the base cost when passively toggled on. This option would ensure energy is never being depleted when no healing is required.

Personally, I'd advocate for option A, as the current situation with Oberon is very similar to that of Assimilate Nyx before the allied damage absorption fix was reverted to allow for more comfortable use in pubs. Unlike Nyx, Oberon doesn't gain complete invincibility, especially as content scales and his healing does not keep pace with damage taken.

With teamplay in mind, it would be wise to provide players with consistent Renewal drain behavior that allows them to utilize the rest of their powerset, rather than rely solely on the 2-3 combo to buff his allies with no energy spare for Smite and Reckoning.