Lets fix Tailwind once and for all in Warframes Posted Thursday at 10:07 PM 4 hours ago, Grimm said: Logitech g502 to move common cast skills to as well as control is kind of a requirement hardware wise for most high cast frames when moving, the hold can be swapped in settings and myself i played inverted hold tap on all frames and it saves a lot of time and hand strain in most cases, its great on larvos, as well as it only being a push to initiate zephyr tends to not be to bad, i find my main issue with it is more when trying to use it for movement rather then a consistent slam, unless your in an open world your hitting walls more then gauss "Just use this mouse" is not a solution to a mechanic that could be made much better with slight alterations. My suggestion would actually increase mobility and control 6 hours ago, Traumtulpe said: That's how armor works in this game; Bring a counter or go home. In your case I'd suggest adding Fire Blast to Zephyr. Get's rid of almost all armor in a very large area. I am aware of how armor works. How armor works is not the point of this post. It's to highlight how tailwind could be immensely improved. 6 hours ago, Andele3025 said: No. Target Fixation already isnt a wasted slot (tho bunnyhop zephyr as a whole is a meme build because you are building for massive overkill as after you reach the ehp point of enemies their level scaling cant keep up AND it provides a skill floor for performance as you can lose it all). Also im not sure where you're getting the idea that level 110 bombards will be tickled by TF 17000%+ divebombs when even on neutral strength it 2-3 shots level 180s (or 10 shot Steel path 110s which with your 4 turn still into a 1 shot due to damage spread if you didnt ramp by then) AND ALL THIS assuming you are just doing ground/half jump bunnyhops instead of using the divebomb property of multiplying with height Fair if you wanna argue that its wasted on a build that maxes out range with no mods to compensate 40% str, but thats the point of modding, not getting every single stat to max. And why would you ever want to make the ability worse at stopping by making you keep sliding on divebomb when the main complaint most people have is that it already takes a 0.2s to lower momentum on wall or ground impact when using it for regular tailwind dash unless you maneuver manipulate (use wall latch, hop and rolls) or recast it? please xplain precisely in what way you feel that this alteration would not be a benefit. Or are you arguing that hopping around the entire mission is a viable game play method? 5 hours ago, Birdframe_Prime said: Counterpoint; Target Fixation works with Dive Bomb, charges from Dive Bomb, and is a direct scaling mechanic for Dive Bomb. The grace period is enough time to get back off the ground after the animation ends, meaning that using any grouping mechanic (even Air Burst) is sufficient for getting enemies into range of the attack. I have even used it in confined corridors in the Kuva Fortress (with a friend to activate life support) to quickly scale up to kill Steel Path Grineer with it and not ever really felt the need to use Tailwind itself to attack the enemies. With the 9x base damage boost to the ability in the re-touch plus the innate height multiplier that lets you get double or triple damage in anywhere that's not a narrow corridor, the multiplier for Target Fixation doesn't really ever stop buffing that damage higher and higher. I could cut some Strength in favour of an Overextended on my current neutral build and wind up with a wide-range Dive Bomb/Air Burst combo (with Tornado as backup with weapons), that I could literally scale to infinity on maps with higher spawns. In the shorter, only an hour or so, runs that I've tested it on with the lesser range build I use for Jet Stream, it's as effective over time as scaling Gara's Splinter Storm. That said... I do agree that Tailwind itself needs some more tweaking. The Hover is a good air-brake for the speed of Tailwind, as a Dash it has no mobility, only speed, and needs the more counter-mobility aspects removing (like the fixed animation and lack of ability to curve a little around objects). So, Zephyr still has some quality-of-life stuff to go for. Glad that people aren't hating the rest of her kit so much these days ^^ the issue I have on the matter is that the ability could be much better and much more controllable than it presently is. I just faile to understand how anyone can think more control and better responses are a bad thing.