Jackisbored999 Posted May 2, 2017 Posted May 2, 2017 (edited) Zephyr. Her abilities allow her to soar threw the air and divebomb her enemies to rip them to shreds like a hungry hawk with a mouse. But alas, update 17 brought us parkour 2.0. making half of her kit something all frames can do by default. My idea aims to fix this. Tail wind: New name, Whirlwind Replace this ability with a whirlwind that shoots straight forward where you're aiming. A strong gust of wind that knocks down enemies that dare stand in its way. Enemies directly hit will be carried along with it's path, doing increased damage. ------------------- I want to fuse the functionality of her tail wind and dive bomb. Normally with tail wind maneuvering, she'll boost up and if she's already in the air, she'll boost forward. its complimented the original parkour and maneuvering system. parkour 2.0 made it you can already do this by default, Across all frames. with the only unique part is she can infinitely boost forward with tail wind. Since i've replaced tail wind, i want to fuse the functionality of the tail wind and dive bomb abilities. Adapting her abilities to compliment and enhance parkour 2.0. like she kit did with parkour 1.0 ------------------- Dive bomb. like tail wind, she'll be able to charge up into the air like her normal tailwind, if she so needs it. But Instead of boosting her in a forced direction, she boosts whichever direction she is aiming. For example, she aims up, she boosts up. she aims down she's boosts down. turns out she already does that and i was mistake. after a boost, she'll have a stronger version of her passive. allowing her to fall at even slower speeds allowing her to stay mid air longer. An alternative would be she simply floats instead of falling at a reduced speed. fusing these 2 abilities would prevent dive bombing, normally. My idea, is replacing the dive bombing itself with a buffed melee diving attack. when you're midair, look downward and press E. (Im unfamiliar with its proper term) it will work is similar to Volt's current passive. Whenever she uses her directional boost, as well as staying mid air, she gains a stack that buffs her melee. more specifically. the downward attack Buffing the damage and giving it a guaranteed blast proc. replacing the dive bomb itself. Each stack will increase the damage, blast range, and knockdown duration. EDIT: kalypsia suggestion below also works, and honestly better than my suggestion function and convenience wisse ------------------- Turbulence Instead of redirecting into a random direction, it redirects the projectile back at the attacker. ------------------- Tornado unchanged. That's it for my ideas. What do you think? What are your own ideas? Edited May 3, 2017 by Jackisbored999 corrections
Kalypsia Posted May 2, 2017 Posted May 2, 2017 (edited) I like the 1's change, she needs something decent that does direct damage, and that would be nice. Her 2, like I suggested to you, I'd just combine Dive Bomb and Tail Wind, making tail wind the tap and Dive Bomb the hold, but I'd buff Dive Bomb to make it more usable. I'd also suggest changing the Augment to pulling TO rather than TOWARDS the radius of the Dive Bomb. Currently enemies who get 2'd with that augment are just launched past me and it's kind of hard to use that effectively in any way. Keep her Turbulence as it is because Jet Stream with it is a god sent and it's a strong ability already. I think her Tornado should have a minor scaling added to it. I don't think her problem is like Vauban's bounce or Excalibur's old move set where the parkour 2.0 introduction killed her usability. I think that she just is outclassed in every category. Her only CC is tornado, which falls off too quickly and isn't even that good of CC as it moves the enemies around unpredictably. Her Dive Bomb Vortex augment doesn't help her CC much and she has no real form of damage that's usable aside from Tornado, which again, falls off too quickly. Edited May 3, 2017 by Kalypsia
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