Why: The conversation surrounding Arcane Guardian led to a significant review of Armor stats on Warfarmes. The Majority of Warframes received an increase in the Armor stat to increase survivability. Compounded with Shield Gating and the numerous other changes covered, we expect a much more fair feeling playing field for all Warframes.
Oberon’s Immortal skin has received the PBR treatment! This fixes issues with the Immortal Skin texture introduced this week as well as Oberon Prime’s shoulders appearing very plain without his Prime Armor attachments.
Tweaked Hallowed Ground FX to reduce performance issues.
Range Mods now apply 75% to Range (distance from Oberon) and 75% to Arc Angle of Hallowed Ground (before was 25% to Range and 75% to Arc before).
Oberon’s Renewal now heals friendly summoned units (IE Nekros’ Shadows of the Dead) at 1/3 the rate but consumes 1/3 the Energy drain for doing so. The change to have Renewal not affect friendly summons was met with varying opinions, and is now further tweaked to meet a happy middle ground.
Oberon’s Renewal Armor buff will be applied to allies anytime they step on Hallowed Ground while Renewal is active on them as opposed to them having to be on Hallowed Ground when Renewal hits them.
Renewal no longer affects Nidus’ Maggots as to not prevent them from exploding (their intended behavior).
Oberon’s Reckoning Armor debuff is now based on the target's base Armor instead of current Armor (meaning no more diminishing returns).
Conclave: Decreased Oberon’s Renewal stats to balance the removal of Heal Time in Conclave.
Increased Smite's projectile damage from 20% of the target's max Health + Shield to 35%.
Added base damage to Smite and its projectiles. With the damage of Smite scaled into its projectiles, this will give Smite more punch when facing lower level enemies.
Oberon’s ability to keep himself and his teammates alive is a large part of his overall role. Feedback brought forth further tweaks with the intention to solidify this role.
Removed Heal Time from Renewal. Renewal now functions more conventionally as a toggle which drains 2 Energy per second while active + 3 Energy per second per target actively being healed. *Please note that Trinity's Energy *Vampire will not give Oberon Energy while Renewal is active.
Added the "is active" ability icon animation to Renewal.
Fixed Renewal bleedout buff being removed when entering bleedout.
*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!
Fixed Hallowed Ground being impossible to see with low particle quality setting. *Please note we are still working on Hallowed Ground FX improvements overall.
Fixed a script error with Hallowed Eruption Augment upon deactivating while another Oberon has Hallowed Ground active, resulting in the FX to remain forever.
Conclave: Tweaked Oberon’s abilities to reflect his changes in Conclave.
Passive: Allied pets receive Health, Armor and Shield buff. In addition your pet receives 1 instant revive per mission.
Damage from projectiles emitted from the enemy scales based on enemy level. Projectile damage spreads across all projectiles and is affected by Mods.
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.
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.
Whenever Oberon casts Renewal on an ally standing on Hallowed Ground, it activates Iron Renewal, granting an Armor boost for the entire heal process, once healing is complete the Armor Boost is on a timer.
Renewal doesn’t stop healing when the target ally is at full Health. It will continue to heal as long as it is active.
Enemies with a Radiation Status Chance will now take bonus damage from Reckoning.
Enemies standing on Hallowed Ground will receive Armor debuffs (affected by Strength).
Augment: Reckoning - Hallowed Reckoning: Enemies killed by Reckoning create small areas of Hallowed Ground for 10 seconds. Enemies standing in the Hallowed Ground take 150 damage per second, while allies gain 250 armor.
Projectiles that are spawned after impact seek-to-target, not just spawned in direction.
Speed up projectiles by 50%.
Forced Radiation proc on the initial target.
Forced Knock-down on initial target instead of stumble.
Forced Puncture proc on all enemies hit.
Hallowed Ground changes
Allies within Hallowed Ground can not be proc’ed.
Hallowed Ground will remove all existing procs from Allies
Armor boosted by 5/10/15/20% per rank for all Allies on Hallowed Ground, with stacking being explored on multiple casts.
Switch to toggle ability with smaller base cost and energy per second active drain. All Renewal benefits occur when projectile reaches target ally.
Boost Heal amount 200/250/300/400 per rank.
When target is fully healed, remove any active proc effects.
Allies affected by Renewal have slowed bleedout by 20/25/35/45% per rank. This is affected by duration mods.
Forced Radiation Proc added to damage on targets.
Small radial blind added to slam impact, but only for enemies that survive the damage of the cast. This radial blind will be applied to enemies that move into range after it’s been cast and are blinded by the impact of those being slammed by Reckoning!