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Simple Zephyr Tweaks


PsiWarp
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Hopping on the Zephyr tweaks 2.0 bandwagon here and going along with what we have in-game that could be improved.

  1. Tail Wind dash recast delay removed to facilitate improved aerial control and landing.
    • You can recast 1 immediately to zig-zag through the air in whatever direction you choose, for better maneuverability in the tight corridors of the Star Chart.
    • Mid-dash you can Dive Bomb back to the ground at any time.
  2. Tail Wind Hover Jump plays the ready-for-takeoff animation only when you release the button. While holding down 1 charging Tail Wind, Zephyr can attack and move and do other stuff.
    • Behaves like Hydroid's Tempest Barrage, which doesn't stop him from fighting while charging.
  3. Decouple Hover Jump's duration from the level of charge. Charging now only determines the amount of height you gain, and hover duration is the same across all levels of charge.
    • Hover height is still affected by Ability Duration, so you can mod for Plains of Eidolon or maps with high ceilings. But now, you can control how high you go (not bumping into ceilings) while still getting a good amount of hover air time.
  4. If Turbulence is active, casting Airbursts will double their projectile speed. Airburst projectile speed is also affected by Jetstream's projectile speed bonus.
    • For most Zephyr players, Turbulence is almost always on, so Airbursts will move fast at most times.

The changes proposed make her highly maneuverable outside the Plains, want to stay on the move (and can stay on the move without charging for Hover Jump ceasing her movement), grants greater control of when and where to land and stop once again (one of the old Dive Bomb's best features), solves the stuck-in-ceiling problem with high Duration builds for Hover Jump while making it viable by giving it the same air time at any level of charge, and quells qualms about slow Airbursts in the form of a synergy.

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1 minute ago, Acersecomic said:

Here's what I want. She needs to stop being disruptive to gameplay. That's all! Her 2 and 4 are absolute nightmates to deal with in missions for the squad. She just throws sht everywhere!

2 is kinda annoying when spammed, but 4 actually helps spread damage (crits and status) to floating enemies if you attack the tornadoes flinging them.

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1 hour ago, PsiWarp said:

2 is kinda annoying when spammed, but 4 actually helps spread damage (crits and status) to floating enemies if you attack the tornadoes flinging them.

You mean when the tornado manages to keep the enemies in it for more than two seconds before tossing them out.

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