Morec0 Posted November 29, 2015 Share Posted November 29, 2015 Alright, we ALL know what we want out of a Tailwind rework so I wont dwell too much on it (Cloudwalker, but visible and can attack). What I'm here to do is suggest ways modding for the ability could work: Power Strength: NOPE! It's out. No effect anymore. Power Duration: This will determine how fast you can move while flying. Power Efficiency: Like Cloudwalker the ability will drain energy based on the amount of travel time, this will lessen that cost. Aaaaaand that's all I got. Link to comment Share on other sites More sharing options...
Drunkenbagel Posted November 29, 2015 Share Posted November 29, 2015 It's been suggested that maybe it could work a little like archwing. Link to comment Share on other sites More sharing options...
Morec0 Posted November 29, 2015 Author Share Posted November 29, 2015 It's been suggested that maybe it could work a little like archwing. That is precisely what I'm talking about here. Link to comment Share on other sites More sharing options...
DarthValkyr Posted November 29, 2015 Share Posted November 29, 2015 So funny how people kept saying flying couldn't work on normal maps, but then boom, DE drops a frame that does just that. +1 from me sir Link to comment Share on other sites More sharing options...
(PSN)l0r3n7step Posted November 29, 2015 Share Posted November 29, 2015 (edited) Tailwind synergizes with parkour 2.0 but requires training and there is no map/tileset where I was not able to whiz across the open space. Annoying herein is that flying to high make you respawn on your last location. I wouldn't mind to make flying easier based on energy drain for distance traveled. But the status quo works too. Edited November 30, 2015 by (PS4)l0r3n7step Link to comment Share on other sites More sharing options...
sappinmahsentry Posted November 29, 2015 Share Posted November 29, 2015 DE has been ignoring this for too long, it would make Zephyr 100% more fun if this happens, Link to comment Share on other sites More sharing options...
DarthValkyr Posted November 29, 2015 Share Posted November 29, 2015 Annoying herein is that flying to high make you respawn on your last location. I hope they go away with this. It's fine for pits that we fall in, but as for heights, just put an invisible wal..ceiling. Link to comment Share on other sites More sharing options...
Hallucinated Posted November 30, 2015 Share Posted November 30, 2015 No we do not want Tail Wind to do this. Tail Wind is very useful as is. We want Dive Bomb to be folded into TW and then get a new ability to fly. Completely selfishly, I don't want it to be a toggle, either, because I don't want to have to try to fit Flow into my builds, so all based on duration. You should be watching your ability timers for Zephyr anyway. Strength would be a speed increase. That's what it does for Jet Stream and Speed; it would be counterintuitive not to do likewise here. Link to comment Share on other sites More sharing options...
(PSN)Shiney_Piney Posted November 30, 2015 Share Posted November 30, 2015 I hope they go away with this. It's fine for pits that we fall in, but as for heights, just put an invisible wal..ceiling.+1000 Link to comment Share on other sites More sharing options...
Vulpei Posted December 2, 2015 Share Posted December 2, 2015 I actually like tailwind though....maybe because I use it to pretend i'm a bomberplane using kulstar to rain fiery death upon my enemies. It's decent for traveling large gaps too. Link to comment Share on other sites More sharing options...
ObviousLee Posted December 2, 2015 Share Posted December 2, 2015 personally, i'm fine with her kit as is. i'm completely content to be able to tailwind in any direction and NOT have it convert into divebomb for aiming down. 93.6m affinity on her. she's honestly pretty fine as is. Link to comment Share on other sites More sharing options...
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