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Tailwind Update Mod Mechanics


Morec0
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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.

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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 by (PS4)l0r3n7step
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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.

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