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).