about 3 years ago - [DE]Rebecca - Direct link

 



Tenno! Please watch our Video Workshop of Zephyr, or read on to learn about what's changing in Update 29.10.0 / Update 30 for Consoles!


Tail Wind
- Removed the hold-to-charge mechanic from the beginning, and instead made it so you can hold the ability at any time while in the air and it will toggle into hovering mode that holds you in flight while draining Energy every second. Hovering will now also allow you to move around instead of being fixed in place.
- We think the hold mechanic doesn’t work because standing still in Warframe is so dangerous in higher level content and the time spent holding is time lost shooting.
- Increased the damage of the Dive Bomb from 500 to 4500 base damage at Max rank, to better reward the time and skill it takes to effectively use it

Airburst
- Changed from a radial explosion that knocks enemies outward into a short duration vortex (like we did for Gauss’s Mach Crash Augment) so the pull is more reliable.
- We’re leaning on the pull mechanic as it synergizes great with Tornadoes since you can pull enemies into them.

Turbulence
- No changes!

Tornado
- Reduced the number of Tornadoes to 3 to prevent enemies from getting too scattered, and increased the pull of Tornado so enemies stay inside them more. The radius that Tornadoes will grab enemies was increased to include by default the synergy with Airburst; you no longer need to use Airburst on your Tornado to increase its pull radius. Finally, when you make stationary Tornadoes, they will appear where you are aiming instead of on top of random nearby enemies.  “Roaming” tornadoes still spawn on top of enemies.

Tornado feedback was composed of 2 main points:
- Tornadoes tend to overly spread enemies around. 
- The pull of the Tornadoes is pretty tame, so sometimes it pulls enemies in and just tosses them out the other end. If you shoot an enemy in the Tornado it will often just kick them out of the Tornado.

Passive
Zephyr’s aerial mobility bonus stays the same, and now she will also have a bonus of 150% to her critical hit chance while airborne.

General Zephyr Changes:
Cleaned up Zephyr’s ability FX for all 4 abilities, and added FX burst to the end of Turbulence (does not affect functionally). 
 

about 3 years ago - /u/rebulast - Direct link

https://www.youtube.com/watch?v=bex4uux1o-M

Tenno! Please watch our Video Workshop of Zephyr, or read on to learn about what's changing in Update 29.10.0 / Update 30 for Consoles!

Tail Wind
- Removed the hold-to-charge mechanic from the beginning, and instead made it so you can hold the ability at any time while in the air and it will toggle into hovering mode that holds you in flight while draining Energy every second. Hovering will now also allow you to move around instead of being fixed in place.
- We think the hold mechanic doesn’t work because standing still in Warframe is so dangerous in higher level content and the time spent holding is time lost shooting.
​​​​​​- Increased the damage of the Dive Bomb from 500 to 4500 base damage at Max rank, to better reward the time and skill it takes to effectively use it

Airburst
- Changed from a radial explosion that knocks enemies outward into a short duration vortex (like we did for Gauss’s Mach Crash Augment) so the pull is more reliable.
- We’re leaning on the pull mechanic as it synergizes great with Tornadoes since you can pull enemies into them.

Turbulence
- No changes!

Tornado
- Reduced the number of Tornadoes to 3 to prevent enemies from getting too scattered, and increased the pull of Tornado so enemies stay inside them more. The radius that Tornadoes will grab enemies was increased to include by default the synergy with Airburst; you no longer need to use Airburst on your Tornado to increase its pull radius. Finally, when you make stationary Tornadoes, they will appear where you are aiming instead of on top of random nearby enemies. “Roaming” tornadoes still spawn on top of enemies.

Tornado feedback was composed of 2 main points:
- Tornadoes tend to overly spread enemies around.
- The pull of the Tornadoes is pretty tame, so sometimes it pulls enemies in and just tosses them out the other end. If you shoot an enemy in the Tornado it will often just kick them out of the Tornado.

Passive
Zephyr’s aerial mobility bonus stays the same, and now she will also have a bonus of 150% to her critical hit chance while airborne.

General Zephyr Changes:
Cleaned up Zephyr’s ability FX for all 4 abilities, and added FX burst to the end of Turbulence (does not affect functionally).

External link →
about 3 years ago - [DE]Momaw - Direct link
19 minutes ago, Nekromast said:

Really liking the update! But what about her momentum when crashing against a wall with her 1? Would love if the momentum stops like Gauss 1 does

Wish granted!

 

15 minutes ago, (NSW)WesFX said:

Oh, one quick thought: is the older sort of function gone from Airburst? To scatter enemies away from the center point?

No, this is still present.  Tapping Airburst will pull enemies together, while holding the key will blast them outward.

zephyr invertia vs wall.mp4
about 3 years ago - [DE]Momaw - Direct link
7 minutes ago, Hearsay said:

Changes look good.  Only question is, when using first ability's hover, do you have to hold the 1 button [i]the whole time[/i] you want to hover?  Or do you just hold it for a moment and then press again or do a melee slam to get out of the air

It's a toggle. Press and hold for a moment to turn on hovering mode. You can then release the key and you will stay hovering as long as you have energy. You can stop hovering by using Tailwind, using melee ground slam, or using Jump