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Zephyr Part 2, a New Hope


EchoesOfRain
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So with the most recent devstream, a Zephyr revisit part 2 was brought up, and it seemed like it's...pretty much going to happen. When it happens, I'm not sure (hopefully soon, since her prime is almost out), but at least they expressed interest in going back to Zephyr. I wanted to try and gather up a very basic fix for her kit, so that have less work to do but with a better outcome.

 

Tailwind: It seems like Scott acknowledged that this has issues, but didn't get a chance to get his whole thought out. Basically, please just help with Zephyr flying into walls and having uncontrollable momentum. If you want to just do a Divebomb effect thats been suggested a bunch, fine, if you want to do something different, fine. This is a big issue though, and it creates responses like "Why would you bring Zephyr anywhere but the Plain?" All frames should be viable on any tileset, end of story.

Hover: They definitely noticed that Hover has issues (Thank God Rebecca used hover on the Kuva tileset and got stuck in a ceiling). Please let us just hold-to-cast Zephyr's first ability while in the air to activate Hover. No charging mechanic, just an instant activation at the altitude of our choosing. Tbh, you can get rid of the charging mechanic on Tailwind and nobody will fight you over it. If you want to expand upon Hover and allow the player to be more mobile while Hover, please be my guest. Oh, and also note that currently Zephyr cannot bullet jump or roll out of Hover, and rolling prevents her from doing any other actions until Hover ends.

Divebomb: We need an indicator, and maybe a better damage scaling. Right now Divebomb has no use other than to land. Air Burst outclasses it's CC easily. Too often Zephyr will Tailwind her face into the ground because there's no indicator on whether she's going to Divebomb or Tailwind.

Air Burst: The mentioned a speed increase on stream. Enough said!

Turbulence: It'd be nice if the cast time was reduced back to it's old state, but if not it's not a big deal

Tornado: Make it obvious what Air Burst-Tornado synergy does other than making Tornadoes taller, if it does indeed do anything else. Wider would be MUCH better than taller. If all Air Burst does is make Tornadoes taller, it's a very meh synergy

 

For the most part a Zephyr revisit pt.2 is just to make her more "indoor friendly". She gets stuck on everything too easily right now, ceilings, walls, and floors. DE, we just want all of Zephyr's abilities to be viable to cast on any tileset, even if we're playing with a high duration. Thanks again to @[DE]Rebecca for mentioning a Zephyr revisit on stream, you have no idea how much it meant.

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