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MidnightWyvern

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Posts posted by MidnightWyvern

  1. 49 minutes ago, Autongnosis said:

    Don't think the DR would be needed, if you have the room to fly high you're not going to get hit at all thanks to Turbulence and if you don't you probably wouldn't be flying anyway, sonce some tilesets are so low. 

    Though i advise you to try her 2. For me it made her a lot more fun part of it tied to the fact it's a free cast you can spam around without interrupting anything. 

    My ONLY beef with 2 is that it's that wide and is only one projectile.  That frequently leads to one side of it clipping a wall and causing the entire thing to explode halfway to whatever I was actually trying to hit.

    I would like it a lot better if it was treated as 3 separate projectiles such that when one side of it clips something you haven't wasted the whole cast.

    I also agree on the concept of DR considering that even with my Efficiency focused build reducing the Range on Turbulence significantly, it still provides near invulnerability from incoming fire.  If DE were to implement the "Flight Mode" I and others discussed in this thread, I'd also recommend using Agility Drift for a free 10% damage reduction while airborne since that's where you'll be spending most of your time.

  2. Honestly, I'd like to see a slight reorganization.

    Airburst is very similar to Ash's Shuriken and Frost's Freeze, which are both on 1, so I'd like to move Airburst over to 1.

    Turbulence, I would want to keep the same as well, but have it moved over to 2 like the defensive focused abilities of Rhino and Valkyr.

    That leaves room for Tail Wind to now be on 3 as a Channeling cast that basically gives her the same movement system as an Archwing currently has on the Plains.

    This solves the problem of having no way to cancel the cast, and also allows for her to hover without the need for a second stage to the ability that requires a charge-up time.

    Now, Titania's flying ability actually turns her into and Archwing, reduces her size, and gives her different weapons while having her razor butterflies assist her damage output.  Since my proposed change to Tail Wind would only be changing Zephyr's movement system, I don't think that pushes too far into Titania's territory.  You'd be getting the same effective speed and energy burn, just with more control and without having to spam a button.

    Just to clarify, that would mean pressing 3 would cause Zephyr to hover above the ground, with WASD making her move while staying level, and Space and Ctrl making her go up and down.  Current Tail Wind functionality would be activated by holding down Shift as if to Sprint.

  3. 2 hours ago, DeltaFlare said:

    When joining a squad for the index I've had a couple "troll" hosts that leave just as the game starts, this causes you to lose your investment and more often than not also crash the game due to a failed host migration.

    I'm not sure if more info is needed but this is all i could get, i hope this gets resolved soon as it's really annoying.

    -Delta

    I had this happen while playing solo.  The mission failed to load and left me with an infinite loading screen, so I was forced to close the game.  When I opened it back up, I'd lost 180k credits even though I never loaded into the mission to be able to fail it.

  4. While attempting to complete the "Win Back Neewa" mission of The Glast Gambit, my client got stuck in an infinite loading screen and I had to close the game with the Task Manager.  When I started it back up, I found that this had been counted as a mission failure and 180k credits were removed.

  5. I want to make one addition to this wonderful idea of how to rework Tail Wind in particular:

    Using Tail Wind resets your Parkour.  That would mean that every time you release Tail Wind you get the ability to do a full Aim Glide so you can keep casting Tail Wind and Aim Glide to stay in the air.

    A POSSIBLE modification to this would be allowing Zephyr to use her currently equipped weapon while flying, so as opposed to being a carbon-copy of Titania's ability making you move like an Archwing, in order to attack you need to do it in a more bird-like manner of flying at your target before flying away to turn around and come back again.

    I think both of these would go a long way toward making Zephyr dominate open spaces.

  6. 3 hours ago, (PS4)Zashukitsune said:

    My main issue is that dive bomb could very easily combined with her first.  They're both fun to use but somewhat limited by map constraints.  To this length, I also don't believe full flight would benefit her because of the same limitation.

    Personally I'd envision her ultimate to incorporate a vacuum somehow.  Not carrier style, which I suppose could be added, but a wide, encompassing storm that sucks the air out of enemies lungs before releasing it back in a Maelstrom that hurls enemies away.

    Think of it this way: you build your Zephyr for efficiency and duration to support the Hover ability.

    Now you add Agility Drift for 15% reduction to damage while airborne. The efficiency allows you to Hover around through most of the mission taking less damage, and Turbulence being single cast means you can keep using it.

     

  7. 3 minutes ago, BlackCoMerc said:

    1. Gale Blast: Zephyr propels a blast of wind in a cone ahead of her. Nearby enemies are knocked down and those further out are staggered. Holding the casting buttun will cause Zephyr to channel and maintain this Blast of air while using energy constantly.

    2. Hover - Toggle (Negates Tailwind): Zephyr hovers in mid air, and can freely fly around. Movement uses additional energy, and Sprint increases speed and energy consumption. Deactivating while aiming down creates a Dive-bomb.

    3. Turbulence. Changed to toggle.

    4. Tornadoes. These now flank Zephyr, placing her in a square inside four twisters. Enemies picked up are held inside for the duration, suffering constant Slash damage over time, with 50%/second chance of proc. 

    Holding down 4 while Twisters are active will cancel them, sending enemies flying to suffer heavy impact damage on landing, and leaving them slowed and confused for several moments.

    Augments:

    Cyclonic Pull - Gale Blast: pulls enemies off their feet and toward Zephyr instead of knocking them back.

    Blast Off - Hover: Casting Hover from the ground launches Zephyr upward, dealing Blast damage with a 100% proc chance within 5m of Zephyr's launch. Sprinting into the ground deals the same damage on crash landing.

    Jet Stream: no change

    Super Storm - Tornadoes: transforms the four twisters into a massive, cyclonic Superstorm centered on Zephyr. High winds stagger enemies away from Zephyr and nearby Tenno while also deflecting projectiles. Shooting the storm with shock causes occasional lightning, while Toxic adds Corrosive Acid Rain and ice will cause staggering hail.

    Got some neat ideas in there.

    Personally, I would keep Turbulence as a single-cast.  Trying to have two channeling abilities on one frame would basically just make her burn through energy at a psychopathic rate.  

    I agree on that Hover ability, though maybe have the Dive Bomb be activated when you sprint downward and then deactivate the ability just to help prevent accidental activation.

    The Augment mods sound pretty cool, honestly.

  8. 17 hours ago, (XB1)DRG JupiterIvan said:

    Remove tailwind and divebomb. Gimmicky abilities that don't translate well with the maps. 

    Turbulance becomes her second. Tornadoes become her third. Her one is new. Dunno what but I'll leave that up to the creative team. Her fourth, however should give her the ability to truly fly. She grows exalted wings that let her fly around freely as if on an arching, just not nearly as fast. This would drain energy over time.

    That's a lot like what I was thinking about.

    My idea was to have her 4 be a Channeling ability that makes her float at whatever height you are when you activate it.  WASD moves you around while staying level, Ctrl and Space make you go down and up, and holding W+Shift makes you fly in the direction of the crosshairs kind of like an Archwing.

    Having her flight channeled means you have to watch your energy and balance it with your other ability casting.  I've been maining Zephyr since she was first released and I literally just run around spamming Jet Stream augmented Turbulence and Tornadoes, and I only end up using Tail Wind in large open areas where I want to get across them faster.  Tail Wind's damage is negligible, and Dive Bomb just isn't worth using.

  9. I'm scratching my head here. I'm not sure what could potentially be causing this, but when I do the underwater missions on Uranus... My fps drops drastically (to a point where the game registers as not responding). But the odd part is that, well, the drops ONLY happen when I am underwater. The running around part is just fine, no fps dips or drops at all, but the moment I go to the underwater section... Whoo, baby. It's a struggle and a half to get through even the shortest of underwater sections.

     

    If it helps any, I'm on a Toshiba Satellite Silver edition. All four of my cores are unparked as well.

    I've been having this problem as well!  I'm running an R9 380 that takes any other game I throw at it with no issues, and Warframe runs just fine with no frame drops except when I go underwater.

     

    This morning I turned off all the extra visual settings while leaving the textures and such on High, and I got almost all the way through a submersible Extermination before the problem kicked back in again.

     

    It's feeling like a memory leak, but I'm running the game in 64-bit mode and it never seems to use more than 2GB of my RAM.

     

    If this is linked to the AMD problems around the underwater parts of Uranus' submersible tilesets, I'll be very glad to see this fixed as Uranus is mostly unplayable for me right now.

     

    Thanks for the updates.

     

    Yeah, same for me.  I was trying to help my girlfriend unlock Natah, and at the point where the frame drop had me freeze-framed, it booted us both into different sessions and when she tried to move forward all the doors wouldn't open.

     

    She scanned an Oculyst and got the dialogue that indicates you'll have the quest unlocked when the mission is done, but now that the mission bugged out and she had to Abort, when she scans them it says "Item Already Scanned" and won't let her unlock the quest.

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