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Zephyr Re-Work


(PSN)Bloodedge85
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1st Ability: Cyclone Rush- Zephyr thrust herself forward in a spiral motion within the direction she is facing. All enemies within the range of the attack are knocked down.

*If you use Cyclone Rush while Turbulence is active, Zephyr will leave behind a trail of air that knocks them up into the air.

2nd Ability: Air Dive-Zephyr jumps high into the air. Once in the air select a area to dive on. Knocking up any enemies in that area.

* If you use Air Dive while Turbulence is active. You will create a pocket of air that suffocates any enemies that are still alive in the area of effect. Any allies that step into it are healed.

3rd Ability: Stay the same.

4th Ability: The tornados need to move a lot faster and auto target the enemies closest to 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Eh, came in thinking there might be some new ideas... this is only about the 564th Zephyr thread I've read this year on the forums... but still I hope.

Being a sarcastic old fogey aside, though (just because I really am one doesn't mean I have to act like one), I think you might want to scroll down a few pages in these forums and look for the Zephyr rework threads. There's plenty to browse, and they might give you some really interesting ideas to work off. I mean... even my own is still floating on the top page right now...

But I wanted to comment in with a little info for you that might change how you're looking at reworks for any frame in the future; As of the weirdness that was Limbo and his rework, where he was under-powered, then over-powered, then under-powered and now he's just about back to average with his kit and his whole new ability... the time it took to make, the balance checks afterwards, and the community backlash for giving Limbo functions that either didn't align with their own rework ideas, or went too far in some other way... After all that, DE have said that no frame is getting new abilities in their reworks. Not replacements and not shifting around the powers and passives to make a new cast somewhere. Just the frame and its regular constraints.

So, for short, I have to give you a little credit; despite the fact that you've renamed the abilities, they aren't actually new casts, they just have new functions. Tailwind is still Tailwind, but with some CC and Dive Bomb is still Dive Bomb, but with a shift from damage to this knock-up mechanic.

Usually, that would be fine, except... it's not new. People have suggested these ideas half a dozen different ways.

There are so many possibilities with Zephyr's kit that could be explored. Think about really simple ones, like Tailwind; what is the biggest drawback of using it? Most would say that it's not as good as Bullet Jump when you don't mod it to go further and faster than the jump... But why? Why is it not better? The simplest explanation is because the animation on Bullet Jump is not locked in. You can still reload, you can cast abilities, you can use Parkour to cling to a wall or bounce off it, you can do all these things with a Bullet Jump... that you can't do with Tailwind.

But what if you unlocked that animation? Allow Tailwind's animation to be interrupted, but maintain the momentum forwards, just like you can do with Bullet Jump. Then whatever else you do to Tailwind, give it crowd control, give it the same efficiency boost for consecutive casts like Rhino Charge and Avalanche... whatever else you do to Tailwind after that animation is unlocked would be a big spoon of useful icing on the cake.

There's more to it than that, overall. Zephyr's kit should be good, it isn't because of poor implementation and mechanics. Even with DE saying that we're not getting new abilities... we can still fix that ^^

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7 hours ago, Arkenai7 said:

Zephyr's ascent speeds need to be buffed so we can slow Thaylien's descent into madness.

7 hours ago, (PS4)ArtPrince17 said:

Please DE! Stop Thaylien! He can't go on any further! You're driving him mad!

Some day... my pretty air caster will be perfect... perfect, I tell you, and then who'll be laughing, hmm? ThEn WhO wIlL lAuGh?! [mmm-heh... mm-ha-hah-hah... AAAAHAHAHHAHAHAHAAHHHH!!]

Seriously though... no, I'm more hopeful than pushed right now. When I see that Zephyr Prime, the stats, the rework... then I might complain, or be blissfully happy. I'll leave that to future-Thaylien.

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Flight she needs to bind to "fast jump" (like Limbaugh transition to the measuring roll).
The second ability is not very convenient. Why jump and hit the air warframe? Avatar wasn't looking? Why Marshmallows to replace the can't do something more
similar to managing air?
Tarnado has to be one, to have a larger radius and to suck the bullets which inflict damage to enemies

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