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Merkat311

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Posts posted by Merkat311

  1. I am solo farming 300 is there some way I can make this faster? I've been at it an hour and so far 0. That or is there some way to cancel the research bc otherwise I'm blocked from getting any pigments because of this broken one.

  2. 21 minutes ago, (PS4)RenovaKunumaru said:

    Well I'm not invalidating your idea I'm just saying that if Tornados are fixed and do status procs you'd have no need for Armor stripping Dive-bomb. You could just use Dive-bomb for for raw damage. 

    Your ideas are solid though. 

    Alright, Thanks!

  3. 9 hours ago, (PS4)RenovaKunumaru said:

    I'm not sure how I feel about an armor stripping Dive-bomb. 

    I personally don't want Zephyr to become Gara which I am very surprised they haven't nerfed yet considering how ridiculous she is.

    I really don't think she needs that but that's something for the devs to decide. Just seems more like an augmented ability rather than a regular one. 

    So what about dealing a percentage of the enemy's health? I couldn't really think of anything else to do to enemies on hit besides CC. 

     

  4. These are my ideas for a Zephyr rework. Please leave feedback!

    Currently, zephyr's 1, Tail Wind, and 2, Divebomb, are very unsatisfying and just generally pretty bad. I believe that addressing the problems with Divebomb will allow Tail Wind to become useful. This is because of the clearly intended synergy between Divebomb and Tail Wind, Tail Wind gets you in the air where you can then use Divebomb.

    The problem is Divebomb is currently an awful ability with its only use being the knockdown effect. But this is because of the low duration of the knockdown, which is unaffected by power duration, this ability must be spammed in order to be an effective crowd control ability. Even then it's range is too low starting at 7m unmodded which pales in comparison to many actual cc abilities such as Sound Quake 20m, World on Fire 15m, Radial Blind 25m, Rhino Stomp 25m, and even Zephyr's own tornado ability although that has its own whole set of problems. 

    Note: While Divebomb does to damage it is not significant enough to matter even if Zephyr is high off the ground. 

    To make Zephyr's Divebomb useful I would propose these changes:

    (when in air)

    1.Give Divebomb the ability to:

    a. strip a percentage of the enemies armor on hit

          OR 

    b. deal a percentage of the enemies health in damage

    Spoiler

    Both of these options would allow Divebomb to scale making it effective at higher levels.

     

    2.Allow Zephyr to channel the Divebomb by holding down 2, this would:

    1. Freeze Zephyr in place.

    2. Cost energy per second (affected by duration).

    3. Reduce the accuracy of enemies targeting Zephyr (affected by power strength) similar to "EMP Aura"

    Spoiler

    Because Zephyr is now frozen in the air she becomes an easy target for enemies to shoot down. This is a unique way to increase zephyr's survivability without completely removing the risk of death. This also rewards the player for getting higher into the air (using Tail Wind) as the decreased accuracy becomes more effective the farther the player is from the enemies due to increased spread.

    Alternitavely this could be completely ignored in favor of forcing the player into using Turbulance although I feel it would be good to shift Zephyr's playstyle away from Turbulance.

    1

    4. Increase the damage and armor% / health%  that Zephyr does on impact at a constant rate (affected by power strength) until either a hard cap is hit or the player stops holding down on the 2 key.

     

    3. Allow Zephyr to Divebomb at an angle:

    Where ever the player is looking when Divebomb is released, the player would now fly to that location. (Provided it is at least 45 degrees below horizontal line of sight). I have a diagram of this below.

    Spoiler

    General quality of life change that would allow Divebomb to become more practical and fun to use.

    Another effect of this it allows Zephyr to translate vertical height off the ground into horizontal distance. Say Zephyr gets 250m into the air, she can now travel to any point she can see within a 250m radius at a fairly fast speed.

    zONJ3SH.jpg

    I feel like these changes could make Tailwind and Divebomb viable without making zephyr too OP or replacing any abilities. Again please leave feedback!

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