Jump to content

(PSN)twin-solo_2

PSN Member
  • Posts

    14
  • Joined

  • Last visited

Posts posted by (PSN)twin-solo_2

  1. Hi DE, looking forward to the Devstream and have a couple of questions. Here's hoping you see them:

    1. What is the status on Pets 2.0? I am looking forward to this very much as I like running with a variety of companions, and any tweaks/buffs to the ones we have right now are appreciated. I personally hope for claws/teeth to be separately modded, and maybe one day an organic companion with a ranged weapon.
    2. At this moment in time are there any Warframes that you feel are in need of some upgrades to either bring them into the modern day, or to address issues that dedicated players have brought up? I want to hear how you feel on this issue rather than provide my own suggestions since we have an entire section of the forums for that.
    3. Are there any plans to alter damage bonuses in regards to the general damage charts we have now?

    4. This might lump in with #1, but with the teased Moa Set mods will there also be either Robotic Set mods or Sentinel set mods? They can use the Synth set right now which is actually quite good, but I found it odd that our organic companions can also use them. In the same vein as set mods, the Helminth's set could use some numerical buffs, but that certainly would fall under Pets 2.0
    5. Status on this big update for us console tenno?

    And that's all from me. Keep it up DE!

    • Like 1
  2. As someone who has been a huge fan of Zephyr since the beginning, her combination of two concepts (bird + wind~ish) is part of what hinders design choices for her abilities, at least from my perspective. Hydroid is a better example of the issues with double-concept and execution, and it is why we likely won't get a truly water-themed Warframe. Even so, I feel like with Zephyr, there are alterations to her current kit that would both increase her usefulness and address issues that still remain. I'll list them by ability and my issues and solutions for each.

    Passive: What passive? Zephyr's silly gravity was a cute concept way back in update 12, but over the years it has just been more and more of a nuisance other than the "3 headshots, 1 aim glide" Riven challenge. This is the "bird" aspect of her concept taking over where I feel like the "wind" portion should be central. My Idea: 20% faster flight speed on all projectiles/projectile weapons. This would both give her a useful and on theme passive while giving her additional buffs to damage falloff to double up with her Turbulence augment. To me, this would be the most logical, as controlling wind fits increasing the speed of flight, not just her own.

    Tail Wind: The issues with this come down to it being hard to control, getting stuck on walls STILL, and the ground charge being an insult. Beyond that, abilities that are purely movement based do not have a real place in our post-Parkour 2.0 existence, hence Super Jump getting tossed into the Void. Gauss is a recent frame who showed how a movement ability can be better weaved into a kit while being both fun AND useful. My Idea: Make the hold-cast function exactly like Gauss' Mach Rush, but omni-directional, slower, and as suggested by others, no animation locking. The ability to use guns while in Tail Wind would also be beneficial.

    Air Burst: I think my biggest gripe with this ability is that I only use it for buffing Tornado, and at that point why not just have Tornado be buffed naturally? It's a passable cheap CC ability but the awkward angle Zephyr shoots the projectiles gets them interrupted by terrain more often than I like. I feel like they should have terrain-based punch-through to combat this but otherwise this ability works for what is meant to be.

    Turbulence: Nothing needs to change with this, other than something that I think all buffs should have, and that is being able to be recast while active. Other than that this continues to be the ability that works and makes Zephyr playable.

    Tornado: The big one. For starters the name is a lie since she clear summons more than one /jk. The problems with Tornado are the same as they have always been: A.I. based abilities have a weak track record, and even with the "aim to redirect ONE tornado" the problem is still there. If it were all Tornadoes converging on your reticle, then it would certainly be better, but when I think of this ability as a whole, I wish it were the following: My Idea: Have Zephyr be the eye of a giant windstorm/tornado that functions exactly like the current ones when it comes to picking up enemies and being able to shoot to spread damage to those caught within/change element. Duration-based, not a toggle, and able to be cancelled by using it again. Let Zephyr have access to her guns still, be able to move albeit with a reduced speed which would encourage using Tail Wind for quick burst movement.
    This solves the A.I. issue while keeping the best parts of the current version. And, this change could be implemented as a hold-cast to exist alongside the current version of the ability.

    Those are my contributions to this discussion. I really want Zephyr to be the wind frame of my dreams, because I love her design, her name, and the ideas behind her abilities, just not all of the execution. I am also glad to see the amount of discussion on our bird-lady-whose-name-is-not-actually-bird-related.

×
×
  • Create New...