Lukap99 Posted October 30, 2015 Share Posted October 30, 2015 (edited) Because physics. Come to think about it, most of her abilities should also do this. In fact, why don't we just give Zephyr an Air-Refreshener passive? We can call it the Foul Air Repression Turbulence System™. Mostly because of the acronym. So, how about it? ADDITION #1: After an incredibly long and heavy debate I have decided that Turbulence can also blow out napalm fires using space-magic. amendtment #1: Any attempts to explain how chemical (detonite) fires can be extinguished by fast winds shall be answered with "It's space magic". amendment #2: Any attempts to rationalize space magic will be answered with "It's space magic, stop trying to rationalize it." Edited October 31, 2015 by Lukap99 Link to comment Share on other sites More sharing options...
bloodystainednikes Posted October 30, 2015 Share Posted October 30, 2015 +1 i almost giggled at the acronyms Link to comment Share on other sites More sharing options...
DarthValkyr Posted October 30, 2015 Share Posted October 30, 2015 (edited) +1 It logically makes scents(ha) Edited October 30, 2015 by DarthKaspa Link to comment Share on other sites More sharing options...
Marthrym Posted October 30, 2015 Share Posted October 30, 2015 Excellent idea. +1! Link to comment Share on other sites More sharing options...
(PSN)abb12355 Posted October 30, 2015 Share Posted October 30, 2015 She should also disperse fire. Link to comment Share on other sites More sharing options...
Zachatoo Posted October 31, 2015 Share Posted October 31, 2015 She should also disperse fire.That one is debatable. Blowing out a candle, sure. Blowing into a campfire actually helps the fire to grow.Then again, this is Warframe. Physics don't apply here. Link to comment Share on other sites More sharing options...
Viper1991 Posted October 31, 2015 Share Posted October 31, 2015 Agreed , she is kinda weaker in infested missions so this would help. +1 for the idea Link to comment Share on other sites More sharing options...
Lukap99 Posted October 31, 2015 Author Share Posted October 31, 2015 That one is debatable. Blowing out a candle, sure. Blowing into a campfire actually helps the fire to grow. Then again, this is Warframe. Physics don't apply here. When the FART System™ is strong enough to alter bullet paths, I'd imagine it would have enough strength to blow out camp fires. Or napalm fires, in our case. ...But then again, napalms use detonite to create fires, right? So I'm not sure what would happen realistically. I suppose the correct choice is to do what would make sense in a game, and explain it as "space magic". So yeah, the FART System™ can also blow out napalm fires, by infusing wind with light levels of space-magic that blows so hard the detonite campfire gets extinguished, like a stealthy poot in a bachelor party after eating too much. Link to comment Share on other sites More sharing options...
DarthValkyr Posted October 31, 2015 Share Posted October 31, 2015 like a stealthy poot in a bachelor party after eating too much. You sir, win all of my votes. DE make the FARTS happen! Link to comment Share on other sites More sharing options...
LilHypezKiid Posted October 31, 2015 Share Posted October 31, 2015 the witty puns in this thread are killing me XD Link to comment Share on other sites More sharing options...
(XBOX)Skode Posted October 31, 2015 Share Posted October 31, 2015 She should also disperse fire. Hydroid in wave form yes, zephyr no... if anything wind can spread fire. OP has great idea though - thumbs up from me. Link to comment Share on other sites More sharing options...
(PSN)xKAIOWAx Posted October 31, 2015 Share Posted October 31, 2015 Very nice idea Link to comment Share on other sites More sharing options...
Enno69 Posted October 31, 2015 Share Posted October 31, 2015 (edited) If Zephyr could somehow absorb all the O2 in the room, this would stop any fire... Also I wonder how can Tenno be affected by toxin gases, since they don't breathe, or at least, they have an internal rebreather - since they can survive in the vacuum of space, as seen whenever they go Archwing. Edited October 31, 2015 by Enno69 Link to comment Share on other sites More sharing options...
Lukap99 Posted October 31, 2015 Author Share Posted October 31, 2015 (edited) If Zephyr could somehow absorb all the O2 in the room, this would stop any fire... Also I wonder how can Tenno be affected by toxin gases, since they don't breathe, or at least, they have an internal rebreather - since they can survive in the vacuum of space, as seen whenever they go Archwing. Tenno are assumed to breathe, otherwise we would only be mildly inconvenienced by Survival missions. Archwing has internal life support, so tenno can stay for long periods of time in the vacuum of space. Headcanon: Tenno use their shield battery to fuel their innate magnetism to not fall off when you break a window (on ships). It later moves on to drain the battery of life support. Headcanon may be retconned by updating and expanding this mechanic in the future. Edited October 31, 2015 by Lukap99 Link to comment Share on other sites More sharing options...
(PSN)abb12355 Posted October 31, 2015 Share Posted October 31, 2015 Hydroid in wave form yes, zephyr no... if anything wind can spread fire. OP has great idea though - thumbs up from me.Yes, wind can spread fire, but wouldn't it spread fire around turbulence and not hit Zephyr? Link to comment Share on other sites More sharing options...
Lukap99 Posted October 31, 2015 Author Share Posted October 31, 2015 Yes, wind can spread fire, but wouldn't it spread fire around turbulence and not hit Zephyr? Yeah, but we're talking about napalm fires on the ground. Link to comment Share on other sites More sharing options...
4G3NT_0R4NG3 Posted October 31, 2015 Share Posted October 31, 2015 I certainly wouldn't mind Zephyr being more effective against Infested, although I don't think Turbulence should disperse toxin clouds that are part of a tileset and not generated by enemies. In addition to this, I think Turbulence should also disperse Swarm Mutalist MOAs' swarm clouds and redirect Tar Mutalist MOAs' tar shots away from her. However, this brings me to a concern of mine. Turbulence is already amazingly effective, or at least it would be if its bugs were fixed. If every single bug or inconsistency with Turbulence was ironed out, which many Zephyr users including myself have been calling for, I think Turbulence would become only just below Blessing or Hysteria in terms of brokenness. Permanently disabling your ability to take damage generally isn't cool. I would be totally open to an additional balancing measure to go along with ironing out Turbulence's inconsistencies, but that wouldn't address the root of the problem. Why do people find it necessary to permanently disable their ability to take damage in the first place? The answer seems to be enemy scaling. Although this game is most balanced between level 30-40, we're all so absurdly strong that level 30-40 enemies die if we so much as cough on them. This forces us to turn to endless scaling as a means of facing a decent challenge. Enemy damage actually increases exponentially as levels climb, meaning that by the time we reach enemies that can pose a threat to us, we need either insane damage reduction or endless CC spam to keep ourselves alive. This is why some players have gotten the idea into their heads that it's somehow acceptable for Trinity or Valkyr to be able to do what would be considered hacking in any other game. What we really need is for both enemy damage and survivability skills to be nerfed. This includes Turbulence. U18 promises an enemy scaling rework, so I'm cautiously optimistic for the future of survivability and endgame. Link to comment Share on other sites More sharing options...
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