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Zephyr(Tornadoes) Tweaks feedback


LordPantaloonsthe3rd

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 The current implementation leads to the stationary tornadoes being less useful than they could potentially be.

When you tap to deploy them in say a doorway they do not spawn on your crosshair, they spawn near it, with a bit of testing they seem to spawn at least one tornado within five meters of your crosshair and the others can be scattered around or further away, the furthest ive seen a stationary tornado spawn from my crosshair is maybe 15 or so meters. This isnt great because attempting to place them on a doorway can lead to the tornado being stuck in the wall next to the doorway. This can and does also lead to other tornadoes spawning in the hallway leading up to the doorway or on the other side of the doorway out of the path of oncoming enemies, meaning that if you were placing a tornado in a doorway to catch enemies and hold them that the tornadoes that spawned away from the doorway is slowing enemy progress to it or doing nothing instead of holding them in place in it where they can be damaged. The same applies to if the tornado spawns in the wall next to the door, it sucks enemies to the wall stopping them from being damaged.

It is also near impossible to place stationary tornadoes where you want if there are enemies around you, when you cast them they will almost completely ignore your crosshair placement and spawn on those enemies instead. This isnt great because if you have no lull in the fighting to set up tornadoes then you cant set a stationary one where you want as they will ignore your crosshair to spawn on enemies. Casting before the fight also isnt ideal because the cast will run out during the fighting and due to the tornadoes ignoring your crosshair when enemies are nearby you cannot set up a new stationary tornado in the same location until the enemies are dead.

Additionally spawning a group of tornadoes on tap instead of single tornadoes isnt ideal. My suggestion for tweaks to these changes would be as follows.

-Tapping 4 spawns a single stationary tornado exactly on your crosshair regardless of enemy presence, additional taps spawn additional stationary tornadoes in the same manner. Each cast costs 25% of max cost. If the funnel clouds augment is being used then a single tap spawns 3 tornadoes in a small area around your crosshair, far enough apart to maximize the area affected by the tornadoes, additional taps spawn other groups of 3 tornadoes up the the maximum of 12 tornadoes that funnel clouds allows you.

-Holding 4 spawns the standard amount (4/12) roaming tornadoes that operate as normal for full energy cost.

 

 

I appreciate the changes but please considering tweaking them a bit further.

 

Thank you.

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