Spriggen1337 Posted September 23, 2020 Share Posted September 23, 2020 Issue Her Airburst (2) and Tornado (4) skills have a clunky interaction Problem her 2 can impact anything along its trajectory no matter how small so u dont get to amp up the tornado's, if using funnel augment this is even more clunky as there are more of them and can clip through walls trying to get to the opponent (which they never do) Possible Solution Either get rid of the amp mechanic to favour the tornadoes being "full power" by holding 4 (similar to hydroids Tentacle Swarm - 4) or atleast allow the 2 projectile to pierce object so its not destroyed and allow the tornadoes to be controlled with the helminth ability masters summons if its not already (i havent tested it yet) and maybe rework her 2 into giving a buff to a damage type similar to venom dose or smite infusion, IPS boost maybe - Razor wind I just feel the only thing going for zephyr is her Tailwind ability and maybe looking over part of her kit might be required im just one person with an opinion it could be wrong Link to comment Share on other sites More sharing options...
Birdframe_Prime Posted September 23, 2020 Share Posted September 23, 2020 1 hour ago, Spriggen1337 said: Issue Her Airburst (2) and Tornado (4) skills have a clunky interaction Heh, her Airburst and Tornado have absolutely no interaction. Increasing the height of Tornado funnels does absolutely nothing for the ability and even the niche idea people had of a taller Tornado possibly catching flying units on the Plains is so ridiculously niche that it doesn't have any baring... An actual Synergy would be something like; Tornado funnels will track to Air Burst's point of impact and will deal additional status/damage to enemies recently marked by Air Burst. Buffing Air Burst to become an actual CC or an actual Damage Primer ability would put it on par with many of the better 2nd abilities in the game, and there are... I just have so many more fixes for this frame... Also, Zephyr does have one thing going for her that no frame has; Turbulence. No other frame has the ability to literally turn off ranged damage (as long as she stays clear of AoE range) for a Duration. Rhino has to do it based on an actual number value and needs an augment to be able to refresh it at will, and similar limitations exist on every other frame with actual total damage mitigation from ranged, so having high base-duration ability that just prevents ranged damage is... really unique. On top of that the Augment for Turbulence is the only one that functionally causes increased Projectile Flight Speed (which extends the range of damage fall-off for every weapon, most usefully it extends the damage range of Shotgun weapons). Tailwind is a wonderful dash, but needs so many fixes overall that it's kind of silly... and Tornado needs way more consistency. Frame is hurting for DE to actually do something for her. Just one thing at a time is nowhere near enough. Link to comment Share on other sites More sharing options...
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