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Zephyr Needs A Little Love/rework Suggestion


Fullmetal_Underpants
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if there's anything that i have always felt zephyr needed was 25 more base energy, however in the long run, that doesn't really solve the main issue of her having very minimal utility.

 

would like to see her dive bomb skill integrated into tailwind when the player is facing straight downwards and replaced with a rangeless group buff that improves the group's movement speed and gives affected players zephyr's gravity resist passive for its duration

 

would like to see her turbulence augment  continue to improve projectile speed, but also improve the base range of the skill by 2/4/6/8 meters so that it gives you a decent amount of group-cover and doesn't cause that issue when the range is so low you get hit by projectiles that hit parts of you that are outside the range of its protection. (which... does happen)

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A little love maybe, but not a rework. She's highly under-rated.

 

Integrating divebomb into tailwind when facing the ground appears to be a common request. There might be something in that.

 

Not so sure on the movement speed buff. That's already an augment, though it could do with better range.

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A little love maybe, but not a rework. She's highly under-rated.

 

Integrating divebomb into tailwind when facing the ground appears to be a common request. There might be something in that.

 

Not so sure on the movement speed buff. That's already an augment, though it could do with better range.

 i was implying trading the speed buff on that augment for range and give her a range-free group speed buff that maybe had a base buff of 40% (below average, but unrestricted by range and gave everybody the floats)

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Guess this would be a good place to post a couple ideas...

 

 

 

Tailwind - Divebomb integrated into this skill.

 

Divebomb Replacement - A Toggled skill. While active, gains infinite Bullet jumps, aim gliding, decreased gravity, and more control over airborne movement (Such as better movement while aim gliding). Bullet jumps leave AoE knockdown effects

 

Turbulence - Can be recast

 

Tornado - Using the skill launches a Tornado into the reticle's direction, picking up enemies along the way and staying on the field for it's duration. Holding down the skill key will release all tornadoes as it is currently. Enemies are concentrated into the Tornado, rather than being launched outwards.

 

 

I think these are some good QoL changes. A new skill that keeps Zephyr in the air, without straight up flying. It forces her to stay mobile, like she was intended to be, and doesn't allow for something ridiculous like Archwing flight (As fun as it would be). It'd also be a bit more relatively easy to code compared to straight up giving her a new skill and everything.

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Zephyr needs QoL changes:

Tail Wind:

- Remove the energy cost, if you're launching off the ground

- Reduce the energy consumed

 

Dive Bomb:

- Make Zephyr dive towards your crosshair

 

Turbulence:

- Reflect shots instead of altering their path (shooting your teammates with altered bullets may be fun, but not very teamplay oriented)

- Give teammates in X range turbulence with a smaller radius

- Slow enemies down that try to enter the radius (enemies that ignore soft CC are unaffected)

 

Tornado:

- Press the button -> same effect as before

- Press the button and hold it, and press your left mouse button to spawn a tornado at the location of your crosshair

 

Another change that would give her more team support would be to give her tornadoes a huge range where they start to suck in enemies. Those enemies shouldn't start to ragdoll immediatelly, but it would be a good tool to group up enemies.

Edited by KaeseSchnitte
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