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Posted

I recently picked her up, and I'm loving her abilities, used right Dive Bomb can simply destroy a mob (though kinda hard to aim, maybe I just need more practice though) but there's something that's bugging me about her. specifically concerning Dive Bomb and Tornado

 

the first thing I noticed, was that if Zephyr walked into/jumped into her own/another Zephyr's tornado, nothing different happens. it strikes me as odd, because a way that is used to fly is to capture air currents to ascend, Tornado is a perfect cast-able air-current, so why can't zephyr use that (or even fall into it) to re-gain some air in order to stay airborne (thus making the Aviator mod more useful) or to throw Divebomb without using energy for Tailwind (thus also making it easier to aim) this MAY seem a bit OP, but lets face it. apart from Vauban she is arguably the HARDEST frame to acquire (oxium isn't exactly RARE, but it'll still take a long time just for the Oxium to BUILD her much less research her) AND you have to be in a clan advanced enough to have her research unlocked (also not cheap), so unless you just buy her then she's rather difficult to acquire, so, understandably, she should prolly be a LITTLE OP seeing how hard she is to get.

 

the next thing i noticed is her jumping ability, yes gravity is reduced on her (falling-wise) but not so much jumping-wise. it'd be MUCH simpler to use Divebomb quickly (at less energy) to just be able to jump and use the ability, it'd also make movement for her much more useful. now, i'm NOT saying make her gravity like the reduc grav in Nightmare mode. that'd be ridiculous. but I think a Low Gravity MOD (Rare, prolly a Nightmare mod) would be PERFECT. it'd have an increase in jump height and also a decrease in fall gravity (I'd say at MAX 1.5-2x jump height, and fall reduc similar to Zephyr)(I say Nightmare mod as it has twin ++ effects) this would make any frame a tad more mobile, but given Zephyr's abilities, it would benefit her the most (similarly to Aviator, which the reduced fall grav would also benefit)

 

Tornado also seems kinda not-thati-great for anything non-defense and MAYBE survival, it has a LONG timer to re-cast, and while it CAN be reduced with Fleeting Expertise (something I did with Hydroid, made his Tentacle Swarm MUCH easier to use as it's more spammable, and I don't use his 1 anyway, takes too long to hit and too hard to aim right, but maybe i need practice) the reduced Duration SOMEHOW affects the distance Tailwind takes me, by a LOT, why it does this, I don't really know, but if used it makes Tornado her only ability, and given that Tailwind is (arguably) the BEST movement power, i REALLY don't like that. Tornado already kills even high-wave Def enemies within the duration of a Fleeting Expertise build (I've done it, I also had Intensify) so, while i'm loathe to suggest a nerf, lowering the duration of Tornado may be the best thing for her. making it castable whilst there are still tornadoes would be too OP, as would making Tailwind unaffected by Duration (and as much as I griped, less duration means less wind at your back, means less distance, so it KINDA does make sense from a Physics point) and since Tornado does 2x damage (min as it's apparently affected by Power Str) on the first damage tick after casting, nerfing the duration for Tornado would actually (in a way) be buffing it at the same time.

 

just a few thoughts. I've been loving her so far (Rank 28 at time of posting) and I wouldn't really MIND her not getting any of these changes (though I would be disappointed) she's still in my main set of frames now, alongside Valkyr, Frost(Prime), and Saryn

Posted (edited)

Tailwind is affected by duration mods, as is Slash Dash, Rhino Charge and Tidal Surge.

 

This is for two reasons.

 

1, Each of these skills do damage, and range mods affect the area around the Tenno that damage is dealt. On Slash Dash and Rhino Charge it's about a 1m radius, I am less sure of the others. For balance purposes, another factor needs to affect the distance travelled.

 

2, As you say, Displacement = Velocity x Time. As Tailwind and the other skills have a fixed velocity, increasing the duration of the skill will increase the distance the skill travels. Thus, Duration mods affect how far you travel.

Edited by Varzy
Posted

Tailwind is affected by duration mods, as is Slash Dash, Rhino Charge and Tidal Surge.

 

This is for two reasons.

 

1, Each of these skills do damage, and range mods affect the area around the Tenno that damage is dealt. On Slash Dash and Rhino Charge it's about a 1m radius, I am less sure of the others. For balance purposes, another factor needs to affect the distance travelled.

 

2, As you say, Displacement = Velocity x Time. As Tailwind and the other skills have a fixed velocity, increasing the duration of the skill will increase the distance the skill travels. Thus, Duration mods affect how far you travel.

yes, i put later (i realize it's a long post) that from a physics standpoint i understand why duration affects the distance.unfortunatly as a result, it makes Fleeting pointless to use on her (as i then have crap for distance) dispite Fleeting REALLY helping with her Tornado.

 

it just made more sense for travel distance to be affected by range, with a fixed AoE

Posted

I think if dive bomb was partially aimable (you slightly control downward flight) and it had increased AoE with height dived, then zephyr would have four useable powers.

Posted (edited)

2, As you say, Displacement = Velocity x Time. As Tailwind and the other skills have a fixed velocity, increasing the duration of the skill will increase the distance the skill travels. Thus, Duration mods affect how far you travel.

 

Actualy all the slashdash skills have a fixed duration and duration mods affect reach only

 

(meat)

hypatheticly speaking if it takes you 2 seconds to travel 1 meter with a 100% durration mod you take 2 seconds to travel 2 meters

thus why tailwind is horrible ^^; since you cram all the durration mods to keep her invincable with the only 2 invincability skills left in the game her tailwind becomes almost uncontrolable because of the huge distence you travel in such a short time

 

(rant)

would you rather have the fun to go almost anywhere (move to fast to appreciate it) or be neerly invincable (basicly more useful in a fight)

her slashdash becomes more of a hinderence in most situations  unless you leave an unranked one on and eventhen its about as useful as a real slashdash and superjump because it isnt nessisary its effectivly worthless just like excalibur and brought nothing new other then invincable excalibur with tornados ^^;

 

(conclusion)

If tailwind was a flight skill instead of a slashdash it would make for a more controlable and veriaty of experiences but since it is just a further slashdash while in the air instead of anti grav you are forced to either nerf your durration to control it or suffer less invincability

Edited by MoyuTheMedic

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