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The Super Duper Ultra Mega Parkour 2.0 Zephyr Movement Tutorial!


4G3NT_0R4NG3
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Seeing how many uninformed players think Zephyr is useless after parkour 2.0 is just downright depressing, so I think I'll try to do something to remedy that. If you would use Zephyr for more than 5 minutes, you would be absolutely amazed at the finesse involved with Zephyr's movement. You can draw a strong comparison between it and rocket jumping; it takes a lot of skill to master, and you can end up massively screwing yourself over if you do it wrong, but the benefits are amazing.

 

Keep in mind that all of the information in this guide comes from my personal experience and what I’ve learned after practicing Zephyr for countless hours. I would like to share what I’ve found with the rest of the community in hopes someone may find it helpful.

 

I'll be breaking down this guide into sections for your added convenience. I would have loved to add video demonstrations, but seeing as I lack both a screen capture program and the knowhow to edit videos, text will have to suffice.

 

Section 1: Modding Knowledge

To use Zephyr's movement at maximum effectiveness, you'll have to have an effective build. Here is what each attribute does to each of Zephyr's abilities, in order of modding importance:

 

Power duration increases Tail Wind's flight distance and makes Turbulence & Tornado last longer. Duration is probably Zephyr's most important stat to mod for, and absolutely essential on any build, but too much duration can make your Tail Wind send you too far (although this can be mitigated; see section 2), causing you to slam into walls. Duration also increases the time before you're able to re-cast Tornado.

 

Power efficiency does exactly what you would expect. It's essential for being able to use Tail Wind reliably. At max efficiency, Tail Wind will cost 6 energy. Maxing out efficiency is not recommended, however, -50% duration is the minimum loss required to reach the efficiency cap of 75%. Going for 70% efficiency instead will increase Tail Wind's cost from 6 to 7, but only reduce your duration by 40%.

 

Power strength increases damage dealt by Tornado (and also Tail Wind & Dive Bomb, but that's negligible.) Contrary to popular belief, Tornado's damage is actually pretty reasonable, dealing 9600 total damage when completely unmodded. This can be effectively boosted to 19200 damage when the tornadoes are shot with Viral damage, as the proc halves enemy HP, thus making them die twice as fast. Adding a bit of strength is advisable to boost Tornado's crowd clearing power.

 

Power range makes Tornadoes spawn further apart, increases the size of Turbulence's radii, and makes Dive Bomb knock enemies down from further away. Both increasing and decreasing range will hurt Zephyr. Increasing range will make your tornadoes spawn further away from each other, but decreasing range may cause them to not spawn on top of enemies at all. As of 16.8.3, increasing range makes Turbulence protect less against hitscan weapons (possibly, needs further testing), but decreasing range makes it protect less against explosives. I would recommend keeping range as close to 100% as possible.

 

Augments: Jet Stream is Zephyr’s only real augment worth considering. The bonus speed is quite nice, but its helpfulness is diminished by the majority of your mobility coming from not being on the ground. The extra projectile speed can be made use of too, but I personally find that it screws me up due to the difference in speed when Turbulence is up. I often find myself leading my targets too much when Turbulence is up, and too little when it’s down. I prefer having a consistent projectile speed that doesn’t constantly shift on me. Still, this is most likely just me, and you will most likely not experience this issue.

 

The Tonkor glitch can be incredibly effective as well, but you pretty much have to completely destroy both your Zephyr build and your Tonkor build to make use of it. Your Tonkor will lose damage, and your Zephyr will lose other stats.

 

In short, Jet Stream is useful if you like it. Do what you want.

 

My personal 3 forma Zephyr build: http://goo.gl/VDj050

 

My build is a bit of an unorthodox one. It was designed to get all stats within Zephyr’s perfect sweet spots. +59.5% duration is enough to keep Zephyr alive and keep Tail Wind fast, but isn’t so high that you constantly smash your face against walls and can’t cast Tornado when needed. Tornado becomes quite destructive with this build, its 19200 total damage boosted to about 50632. With Tail Wind costing 7 energy, you’re pretty much never without your maximum possible mobility. I don’t find any Exilus mods to be exceedingly useful on Zephyr, although Patagium could be useful for bombing runs if you happen to be in a tileset open enough to do so. Forma for it at your own discretion.

 

Still, this build is purely personal. I would strongly recommend experimenting as seeing what works for you. As previously stated, my build is quite unorthodox, so you won’t find many other guides suggesting something similar. Mod how you want.

 

Section 2: Mechanical Knowledge

Tail Wind has a number of mechanics that can be exploited to great effect, many of which a new Zephyr user probably isn’t aware of.

 

For those of you who are just joining us, Tail Wind’s mechanics work like so: if you use it while on the ground, you will be launched straight upwards. If used in the air, you will be launched in the direction of your crosshair.

 

Press crouch while Tail Wind is active to cancel it early. This will be your best way of preventing yourself from getting caught on walls. Mastery of this mechanic will allow you to mod for maximum duration with no fear of slowing yourself down. I would consider knowing this to be essential for any Zephyr user. Keep in mind that you will only be able to cancel out of Tail Wind by crouching while Tail Wind’s main particle effect can still be seen. Crouching afterwards will cause you to slide.

 

Dive Bomb can be used at any time. Although it costs energy and is quite a bit slower than just crouching, Dive Bomb will cause you to drop to the ground regardless of whether or not Tail Wind’s effect has already ended. If the particle effect is no longer visible, use Dive Bomb to stop moving instead of crouch.

 

Tail Wind’s ground launch won’t trigger whenever you are moving downwards. This could be considered a bug. Normally, you have to be airborne to Tail Wind in the direction of your crosshair. However, Tail Wind will launch you in the direction of your crosshair whenever you are descending. This is most noticeable when walking down staircases, but even the tiniest dip in the floor can allow you to launch yourself straight forwards without having to touch the jump key at all.

 

Double jumping while Tail Wind is active will multiply your momentum. The amount of speed you gain by double jumping while Tail Wind is active is nothing short of insane. It is easily enough to end you all the way across even the largest rooms in the entire game. I would not recommend doing this very regularly, however. The momentum you gain is so great that you continue to move even after you’ve landed, often causing you to slide across floors and get pinned to walls for several seconds as you wait for the momentum to dissipate.

 

This can be used to your advantage, however. There are very rare situations in which the ludicrous speed is helpful, and the amount of speed you gain is dependant on how long you wait to double jump after using Tail Wind. By waiting a bit, you can gain a sizeable speed boost without it getting too insane.

 

You can bullet jump while Tail Wind is active. If you bullet jump while Tail Wind is active, Tail Wind will shift direction and cause you to fly in the direction you bullet jumped in for the remainder of its duration. If you can pull off a bullet jump within the short time-span of Tail Wind's duration, then this trick will do wonders for your maneuverability.

 

Neither Tail Wind nor Dive Bomb will cancel momentum. Try bullet jumping, then spinning around 180-degrees and using Tail Wind. You may notice that you go almost nowhere. This can be used to your advantage somewhat, but is primarily just a hazard to work around. Try to get moving in the direction that you want to go in before using Tail Wind, or at least neutralize your speed in other directions. When using Dive Bomb to cancel out of Tail Wind, you also have to activate it a fraction of a second before you need to land, as the momentum will push you forwards a ways even after you start falling.

 

Tail Wind is a very buggy ability. This is another hazard to work around. I’ve sent DERebecca a PM detailing every Zephyr bug I am aware of, so if you’re really interested, here is the complete list:

I sent the following message as a PM to DERebecca.

 



This is my second attempt at trying to contact you about these issues, as my first PM went unread. That's completely understandable, as you go through hundreds of PMs every day. I don't harbor any resentment whatsoever. Still, these bugs continue to be massive problems for Zephyr and in come cases the game as a whole, so I'm willing to roll the dice again and pray to RNGesus that you see this and these issues get resolved.

 

First of all, as to why I'm sending you a PM about this in the first place and not creating a thread in the bug reporting section, I created a "Grand compilation of Zephyr bugs" thread in the bug reporting section several months ago, and the only bug that was fixed, the one regarding Turbulence's effectiveness v.s. hitscan weapons, was the one I sent you a PM about. That thread is horribly out of date now, so I wouldn't recommend using it as an official Zephyr bug list, but most of the bugs listed there are still in the game. Creating topics in the bug reporting section has no effect unless enough people all create bug reports on the same bug, and not nearly enough people play Zephyr enough to reach that threshold. Therefore, if Zephyr is to ever have her bugs fixed, I must contact you directly. It honestly makes me feel bad to be sending you another PM; I've sent you way too many already, but if I want Zephyr to improve, I don't have any other option. These bugs will never, ever be fixed unless I directly inform you of them.

 

So now, here is every single Zephyr bug that I am currently aware of.

 

Bug 1: Zephyr loses her lower gravity and air control after repeatedly using Tail Wind or doing an extended sequence of parkour 2.0 moves.

This bug has affected Tail Wind for an extremely long time, but with the addition of parkour 2.0, it's worse than ever. After only a few moments in the air, Zephyr plummets in a way that's more akin to a rock than a bird. How does anyone expect Zephyr to be an airborne frame when she randomly loses her lower gravity passive for no reason?

 

Bug 2: Zephyr's air control does not work while aim gliding.

This bug ties into the one above, and also severely limits Zephyr's airborne potential. Zephyr's lower gravity stacks with aim gliding, so why doesn't her air control work with it as well?

 

Bug 3: Tail Wind has a cooldown.

EDIT: This has been fixed now! Thank you DERebecca!

 

Bug 4: Tail Wind does not override bullet jump momentum.

 

Dive Bomb doesn't override Zephyr's momentum either.

 

Bug 5: Side swiping an obstacle while Tail winding will cause Zephyr to lose all forward momentum.

Before parkour 2.0, this bug manifested in the form of Zephyr literally being teleported backwards so she could vault onto an obstacle she grazed. Obviously, this makes using Tail Wind monumentally difficult, as you have to be extremely careful not to even go anywhere remotely near a solid object.

 

Bug 6: The camera massively zooms out for no reason when using Tail Wind; Tail Wind potentially stealth nerfed.

This issue isn't exclusive to Zephyr, but it certainly damages her more than any other frame. I've already contacted you about it, so here is the link describing why it's so harmful to Zephyr: https://forums.warframe.com/index.php?app=members&module=messaging&section=view&do=showConversation&topicID=122839

 

You responded to this topic asking me if I had created a thread about it. I responded saying I had, and I never received a reply.

 

And here are the screenshots:

FoV with no movement:

sHQ3cGG.jpg

 

FoV at full Tail Wind speed:

7C8fgJC.jpg

 

The FoV change also isn't instant, and it takes a short amount of time for the camera to fully zoom out.

 

FoV immediately after Tail Wind begins:

7IVwI5e.jpg

 

Bug 7: Dive Bomb won't knock down enemies that are performing an animation.

This isn't just a Zephyr bug, although it definitely hurts Zephyr. It is impossible to knock down any enemy that is performing an animation involving their legs. This could be anything from an Ancient's grapple to a Bombard's ground slam to an enemy getting back up after crouching behind cover. This adds a layer of unreliability to an already weak ability, hurting both Zephyr and every other frame capable of knocking down enemies.

 

Bug 8: Turbulence deflects Bombards' rockets in a poor manner (perhaps not a bug?)

I apologize for not being able to provide screenshots of this happening. What appears to happen is that when a Bombard's rocket hits Turbulence's inner radius, it is redirected away from Zephyr as it should be, but the direction in which it is sent is completely random. This frequently results in the rocket immediately hitting the ground in front of Zephyr and blowing up in her face. Whether or not this happens is completely dictated by random chance. This isn't necessarily a bug, just a poor functioning of the mechanics.

 

Bug 9: Tornado's elemental damage type cannot be changed off of Corrosive.

Damage dealt to Zephyr's tornadoes will change the elemental damage type of those tornadoes. However, once a teammate changes the damage type to Corrosive, the damage type cannot be changed again. This is incredibly infuriating when I'm trying to use the Viral status effect to reduce the max health of a swarm of infested, but a teammate thinks it would be better to remove their nonexistent armor instead. 

 

Bug 10: Tornado's energy color cannot be changed.

EDIT: Fixed as well!

 

Bug 11: Zephyr has ugly white "seams" all over her where the color sections intersect.

EDIT: Partially fixed. the seams no longer appear on Zephyr's body or the default helmet, but still appear on her alt helmets.

 
And last, but... well, also least, bug 12: The new cape syandanas don't attach to Zephyr correctly.
When the new capes are used with Zephyr, they appear to float a short ways behind her, awkwardly attached only by a protruding rod.
 
Screenshot:

yKOymAz.jpg

 
This has been every Zephyr bug that I am currently ware of. I will be adding more bugs to this list as I become aware of them. I'm doing what gives them the best chances of them being fixed, since no other way could possibly change anything.

Sorry if spoilers aren't working for you.

 

Section 3: Application Of Knowledge

All of this mechanical and build knowledge means nothing if you can’t apply it. By effectively putting Tail Wind’s mechanics to good use, Zephyr’s speed is unrivaled.

 

Never use Tail Wind’s ground launch. Bullet jumping will easily send you just as high for no energy cost. If you’re using Tail Wind, you should be sending yourself in the direction of your crosshair. This can be accomplished either by jumping or using Tail Wind while descending (see section 2.)

 

Use Tail Wind in conjunction with Parkour 2.0. If Parkour 2.0 can get you somewhere as any frame, then Zephyr is 100% guaranteed to be able to get there faster. This is because Tail Wind does not count as a parkour move. Zephyr can use bullet jumping, double jumping, and aim gliding, and still have Tail Wind to use. This is enhanced even more by Zephyr’s lower gravity, making all parkour moves send her further than any other frame can go. I almost always bullet jump in the direction I want to go before hitting Tail Wind. As talked about in the mechanics section, you can build up momentum and then use Tail Wind to greatly increase your Tail Wind's speed.

 

Judge when and when not to use Tail Wind. As a basic rule of thumb, if the distance you want to travel is longer than your horizontal bullet jump distance, use Tail Wind. if it’s not, don’t. There’s no reason to needlessly risk getting stuck against a wall when a bullet jump would suffice. For covering distances longer than a single bullet jump, Tail Wind will get the job done monumentally faster, but in a confined space, bullet jumping is less risky.

 

Aim up. This can be applied to bullet jumping as well. You’ll cover much more ground when placing your crosshair just above where you want to go to before using Tail Wind, which is useful when traversing large distances. You can also aim slightly below to go a shorter distance if you think you’ll overshoot.

 

Make use of Dive Bomb. Although Dive Bomb is easily Zephyr's worst ability, it can still be at least moderately helpful when used correctly. Dive Bomb's damage is extremely low, and even if most tilesets allowed you to gain a decent amount of height, the process of ascending and descending would be far too time consuming to make the damage worthwhile. The Heavy Impact mod helps to boost the damage, but these problems still persist. Therefore, Dive Bomb's primary use is a CC tool.

 

Dive Bomb can be used to defend yourself against melee enemies, which aren't affected by Turbulence, covering Zephyr's survivability blind spot. Another effective strategy is to Tail Wind into a crowd of enemies and then immediately use Dive bomb, enabling you to easily deal with small groups. As I talked about in section 2, Dive Bomb also has uses for stopping a Tail Wind short when crouching won't work.

 

EXPERIMENT! Zephyr’s movement is also like rocket jumping in that the best way to learn is to practice. A tutorial can help greatly, but it’s not going to instantly make you a master. If you’re having difficulty maximizing your speed, spend some more time with Zephyr and see if you can do any better. Too many scrubs write Zephyr off as garbage after 5 minutes of slamming into walls. Don’t make the same mistake.

 

I hope this tutorial was helpful in some small way. It’s the first time I’ve ever done any sort of player help activity, so I’m not very confident of the quality. I’m just thoroughly sick of people calling Zephyr useless when my experience so strongly indicates the contrary, so I decided to try to use my personal experience to help those having difficulty with the frame.

Edited by 4G3NT_0R4NG3
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The same happened to me, Every projectile based enemy I got close to hit me. Same for hitscans obviously

thats because if a projectile weapon is inside the inne radius they lose accuracy instead of being flat deflected white hitscan only have to within the outer radius
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Lmao...uninformed... nah man, zephyr just sucks since parcour 2.0 as they took away her exclusive.

You know that she still can outrun/outparkour every other frame? (maybe except Speed Volt, but that depends on a tileset)

Besides you say that parkour 2.0 made her abilities useless (even though it only reinforces them), but what about directional melee? Tipedo flying, etc? That was just about the same, and unlike parkour 2.0 you couldn't really combine that with Tail Wind for much benefit.

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You know that she still can outrun/outparkour every other frame? (maybe except Speed Volt, but that depends on a tileset)

Besides you say that parkour 2.0 made her abilities useless (even though it only reinforces them), but what about directional melee? Tipedo flying, etc? That was just about the same, and unlike parkour 2.0 you couldn't really combine that with Tail Wind for much benefit.

And you can't do about the same with any other frame? Thing is, her first two abilitys are slightly stronger versions of somerhing that now exists in the game, just as her floating passive is a slightly stronger version of the regular jumping gravity. These two could easily be implemented as passives as well.

Her ult could use some frost threatment as well (even if it just stops consuming friendly fire) and litteraly all of her auguments could use a buff.

Don't you go assuming that people don't play her because they are uneducated. They don't play her because she is outdated. Not even that bad or anything. Just outdated and in dire need of a partial rework+qol threatment.

Edited by (PS4)CoolD2108
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Lmao...uninformed... nah man, zephyr just sucks since parcour 2.0 as they took away her exclusive.

No, she doesn't suck.

Yes, they took away her niche and moblitiy that now all frames have, But she still has turbulence and Tornadoes. Turbulence defending you from almost all ranged weapons and Tornadoes being a panic CC. Tailwind is Basically a farther bullet jump, And you can use it in conjunction with bullet jump, and Divebomb...... Well..... It's really only good for a fast CC Knockdown. People Say Zephyr only has 2 good abilities. But at the same time, more of the most used frames only have 2 or even 1 ability that is good.

Loki, Excalibur,Nova, etc. Zephyr doesn't suck.

But I do agree she needs some kind of rework as her kit is very clunky, but she doesn't suck.

I will agree she is slightly outdated also.

Edited by (PS4)abb12355
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And you can't do about the same with any other frame? Thing is, her first two abilitys are slightly stronger versions of somerhing that now exists in the game, just as her floating passive is a slightly stronger version of the regular jumping gravity. These two could easily be implemented as passives as well.

 

Some things can be done with other frames, but a few seconds slower. Some things are much more harder to do with other frames (like reaching from the bottom point to the top on Cerberus) Generally Zephyr can reach from one part of any tile to another in 2-3 seconds, even the largest ones. Zephyr's strong point was always mobility.

 

I don't see how Tail Wind could be implemented as passive. If you suggest to make her Bullet Jump higher, it's already higher than any other frame. If it would be quicker, it won't be as useful as Tail Wind, besides she would lose a lot of mobility, since you won't be able to do anything when you're already airborne. If you suggest just turn her bullet jumps into Tail Winds, I don't think it would work that great either. Right now there are times when you better doing just Bullet Jump, or times when you better do Tail Wind, or use them in conjunction. Again she would lose a lot of versatility with that change.

 

Another thing is what do you actually want to replace Tail Wind and Dive Bomb? A lot of people suggest Flight mode, but I never seen any explanation on how it would actually benefit you? It would be slower than Tail Wind, because short dashes are much more fast and easy to control than Archwing style flight, especially in tighter space. In enclosed spaces flight mode would literally be pointless, because at most it would just allow you to hang few meters above the ground (yay!). At larger tiles, I still don't see how it would actually benefit you, since you'll just hang in the air, with enemies be able to shoot you just fine, so you'll have to rely on Turbulence heavily.

 

Also flight mode would be another weight on balancing issues, because it's just too much different playstyle. For example Infested would be super easy with flight, because they literally just can't do anything. There are probably many more issues which are not obvious right now, because nobody could really fly before. We don't know how AI would react to flying targets for example.

 

 

And no, I'm not against a rework, in fact I'm all for rework, and even created threads about it a few times (and probably gonna create another one sometime soon) But it should be QoL only rework (like Frost). Both Tail Wind and Dive Bomb have some bugs, which take away some of their uses in certain situations. Both of those also need some tweaks and bonuses, especially Dive Bomb, since it's kinda supposed to be damaging ability, but it sucks at actual damage. Also Dive Bomb should just have a variation which you can properly cast on the ground, without any silly quick hopping and with proper separate animation.

 

The main thing is we shoudn't destroy a frame and create a new one in it's place, we should reinforce on its current abilities/playstyle. Afterall that's why there are so many of warframes, so each person could pick the one he likes the most.

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Some things can be done with other frames, but a few seconds slower. Some things are much more harder to do with other frames (like reaching from the bottom point to the top on Cerberus) Generally Zephyr can reach from one part of any tile to another in 2-3 seconds, even the largest ones. Zephyr's strong point was always mobility.

I don't see how Tail Wind could be implemented as passive. If you suggest to make her Bullet Jump higher, it's already higher than any other frame. If it would be quicker, it won't be as useful as Tail Wind, besides she would lose a lot of mobility, since you won't be able to do anything when you're already airborne. If you suggest just turn her bullet jumps into Tail Winds, I don't think it would work that great either. Right now there are times when you better doing just Bullet Jump, or times when you better do Tail Wind, or use them in conjunction. Again she would lose a lot of versatility with that change.

Another thing is what do you actually want to replace Tail Wind and Dive Bomb? A lot of people suggest Flight mode, but I never seen any explanation on how it would actually benefit you? It would be slower than Tail Wind, because short dashes are much more fast and easy to control than Archwing style flight, especially in tighter space. In enclosed spaces flight mode would literally be pointless, because at most it would just allow you to hang few meters above the ground (yay!). At larger tiles, I still don't see how it would actually benefit you, since you'll just hang in the air, with enemies be able to shoot you just fine, so you'll have to rely on Turbulence heavily.

Also flight mode would be another weight on balancing issues, because it's just too much different playstyle. For example Infested would be super easy with flight, because they literally just can't do anything. There are probably many more issues which are not obvious right now, because nobody could really fly before. We don't know how AI would react to flying targets for example.

And no, I'm not against a rework, in fact I'm all for rework, and even created threads about it a few times (and probably gonna create another one sometime soon) But it should be QoL only rework (like Frost). Both Tail Wind and Dive Bomb have some bugs, which take away some of their uses in certain situations. Both of those also need some tweaks and bonuses, especially Dive Bomb, since it's kinda supposed to be damaging ability, but it sucks at actual damage. Also Dive Bomb should just have a variation which you can properly cast on the ground, without any silly quick hopping and with proper separate animation.

The main thing is we shoudn't destroy a frame and create a new one in it's place, we should reinforce on its current abilities/playstyle. Afterall that's why there are so many of warframes, so each person could pick the one he likes the most.

A flying ability would open 3dimensional movement, whats plenty mobility. Adding tailwind as passive would come down to making the bulletjump FASTER, rather then making it reach farther....now, immagine zephyr flying around with about sprintspeed, beein able to stop and adjust her route midair and spamming the hell outa bullet jump while airborne to flash over the field like she does now, just with WAY more controll. If that's not enough, make bulletjump movement near ground trigger the same effect ground slam does, covering a bigger area. All of this could be implemented in a single ability without bigger issues, leaving room for another ability that benefits her in a way. Edited by (PS4)CoolD2108
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You got anything at all to back that up, or do you just expect us to take your word for it despite being in direct contradiction with in-game description, the wikia, and the experiences of multiple people in this thread, one of whom posted a gif that shows you're wrong?

Edited by OniGanon
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You got anything at all to back that up, or do you just expect us to take your word for it despite being in direct contradiction with in-game description, the wikia, and the experiences of multiple people in this thread, one of whom posted a gif that shows you're wrong?

who is this directed at?

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On the topic of possible reworks, I would welcome their recent trend of adding multiple ability sets included in a single mode, like equinox's different forms or Ivaras arrow types. This way, a rework needn't replace the existing abilities, but simply add more options.

The suggestion of a "flight mode" would work perfectly with this, and the inclusion of an extra ability set within it would make it so much more than a mobility boost, especially if the abilities complimented it. For example, activating flight mode could spawn some glowing energy feathered wings supporting your warframe in the air. Holding down your first ability key could repeatedly launch these energy feathers which would track targets and explode, while tapping the button would fire a concentrated salvo straight ahead in a cone.

Simply pressing crouch would activate the aerial dash, which should work like the iztals blink ability, only it would be great if by holding a direction and tapping crouch you would do a shorter boost in that direction allowing you to dodge backwards and side to side, while holding the button would increase the distance but increase energy cost.

The second ability button would toggle flight mode on and off. Activating the fourth ability while in flight mode would cause you to spin, turning you into a single, larger controllable tornado yourself, trapping enemies and doing three tornados damage in one. Tapping the ability again to end it would fling any remaining enemies caught in it away in all directions, causing further damage when they hit walls and objects. Using divebomb during tornado could slam enemies into the floor instead.

Divebomb should have increased CC radius when used from a greater height, and perhaps using it in flight mode could also cause additional stun damage from detonating your energy feathers.

I would keep the base frame powers the same, apart from maybe replacing tail wind with flight mode and simply adding tailwind as an improved bullet jump. Alternatively, it may be better to keep tail wind and bullet jump as they are and replace divebomb on the base frame, as its still available anyway in flight mode.

Anyhoo, just my ideas from the top of my head.

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On the topic of possible reworks, I would welcome their recent trend of adding multiple ability sets included in a single mode, like equinox's different forms or Ivaras arrow types. This way, a rework needn't replace the existing abilities, but simply add more options.

The suggestion of a "flight mode" would work perfectly with this, and the inclusion of an extra ability set within it would make it so much more than a mobility boost, especially if the abilities complimented it. For example, activating flight mode could spawn some glowing energy feathered wings supporting your warframe in the air. Holding down your first ability key could repeatedly launch these energy feathers which would track targets and explode, while tapping the button would fire a concentrated salvo straight ahead in a cone.

Simply pressing crouch would activate the aerial dash, which should work like the iztals blink ability, only it would be great if by holding a direction and tapping crouch you would do a shorter boost in that direction allowing you to dodge backwards and side to side, while holding the button would increase the distance but increase energy cost.

The second ability button would toggle flight mode on and off. Activating the fourth ability while in flight mode would cause you to spin, turning you into a single, larger controllable tornado yourself, trapping enemies and doing three tornados damage in one. Tapping the ability again to end it would fling any remaining enemies caught in it away in all directions, causing further damage when they hit walls and objects. Using divebomb during tornado could slam enemies into the floor instead.

Divebomb should have increased CC radius when used from a greater height, and perhaps using it in flight mode could also cause additional stun damage from detonating your energy feathers.

I would keep the base frame powers the same, apart from maybe replacing tail wind with flight mode and simply adding tailwind as an improved bullet jump. Alternatively, it may be better to keep tail wind and bullet jump as they are and replace divebomb on the base frame, as its still available anyway in flight mode.

Anyhoo, just my ideas from the top of my head.

 

But if Tail Wind was just an improved bullet jump, then you wouldn't be able to use Tail Wind and bullet jumps in conjuncton with each other. Simply making Tail Wind an add-on to a free flight mode would destroy much of the ability's usefulness because it would force Zephyr to be airborne for Tail Wind to be used, completely removing its ability to be manipulated by parkour. Even if you somehow managed to keep Tail wind and a flight mode completely separate, the flight mode would end up being useless, because just Tail Winding without the flight mode would be faster. The only form of flight mode I could see being even remotely acceptable is simply making Tail Wind toggleable and steerable, because you would be able to quickly activate and deactivate it to make use of parkour when you need to. Still, this flight mode is only acceptable because it would allow Tail Wind to be used in exactly the same way it's used now.

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