Originally Posted by
Kai-Wyn
Note: this is a rough summation of ideas. Don't expect specific numbers; just nailing down general gameplay improvements for the frame.
Q: Why are you qualified to speak about changes for this frame?
A: The first advertisement I saw for Warframe was for update 12, when it introduced the Zephyr. The image of a soaring master of the skies captured my attention, and that was what got me into the game, and now Zephyr it's by far my most favorite in the entire game (as well as most played). For reference, I just hit 201 hours played (according to Steam) this evening, and according the ingame equipment tab for my profile, I've spent 49% of my time on Zephyr. That's very slightly short of a 100 hours playing Zephyr.
Q: So what's the problem?
A: Sadly Zephyr has most definitely not aged well, especially with the parkour rework pretty much making it's mobility options redundant. My number one issue with the frame is that it excels in no field at all; all of it's mobility options can be matched with parkour mods, and in some cases even perform better with parkour mods, making two of it's four abilities redundant (granted they use energy instead of mod slots, but regardless those are two ability slots that really don't do much (seriously, how many times do you actually press 2, and for how many times you press 1, how many times do you just bullet jump and glide?). The fourth ability, Tornado, is unreliable and troublesome in close quarters (and in effective in open areas without range mods). Only the third ability do I find myself actually using, and even then it doesn't do anything other defensive abilities like Rhino Skin do except for niche use in projectile weapons with travel velocity (that you need a mod for) you know something's wrong when your using your 3 button more times than all of the other abilities combined.
Q: So what's your solution?
A: Zephyr needs to be given focus, and IMO that focus is attack power. The first change is to be given a spammable attack ability for it's #1 slot (and the Tail Wind moved to #2, replacing Dive Bomb). It needs to be more than just a puff of wind that ragdolls enemies down the hallway; it needs to deal solid damage, possibly a compressed air blast that deals more damage the closer you are and flings enemies further away. Having been moved to the 2nd ability slot, Tail Wind would be turned into a channeled ability that can be steered and travel far faster (to make it worth spending 50 energy on a distance a bullet jump would otherwise cover), and even possibly damage (a blade cut with the arms?). Turbulence needs to deflect all forms of incoming fire (including hitscan) in an AoE area around the player (in other words, simply improving upon the existing ability). As for the ultimate, I like the tornado idea, so rather than dump the idea, the Zephyr instead transforms into a controllable tornado that explodes at the end in a similar manner to ability #1. The passive ability would be altered to make Zephyr the fastest frame, as she's all about mobility.
Rework Abilities:
1. Billow
Unleashes a gust of compressed air in a cone in front of you, that deal damage decreasing as range increases, and a width that increases as distance from the caster increases. Ragdolls enemies upon impact, with the strength of the ragdoll dependent upon the distance at which the ability hits. (The latter portion of this ability can be split into a syndicate mod if it's deemed too powerful). Mod:*Holding down '1' turns billow into a channeled ability that consumes energy so long as it's held down.
2. Jet Stream (Tail Wind 2.0)
Propels the player at high velocity in the direction of the mouse cursor/target reticle, initial cost 50 energy, lasts so long as the button is held down (otherwise simply tapping 2 just catapults Zephyr). Mod:*Zephyr slicers her arms in a blade like motion against all in her path for slash damage.
3. Turbulence
Also pretty much what Turbulence does now, but now defends against hitscan weapons (is this a bug? ATM it does not protect against hitscan weapons, despite the ability description), and you no longer lose effectiveness as the shield radius increases. To make up for effective invulnerability to ranged weapons, the base radius has been severely reduced and now requires use of mod slots (via range mods) to effectively shield a squad. Duration can also be reduced.
4. Invoke Tornado
The Zephyr transforms into a whirwind, snatching up enemies within AoE radius into the storm. Upon expiration (can be detonated prematurely by pressing '4' again), the tornado explodes, dealing massive impact damage and ragdolling enemies away from the Zephyr. A syndicate mod can be used to limit or outright remove the knockback (so foes simply ragdoll onto the ground and spend a couple seconds picking themselves up), and instead confuse enemies so that they start shooting each other. Inspired by CrudShuzKong's idea of a disorient ability for Zephyr.
Passive ability
In addition to Zephyr's current half fall speed, Zephyr would be given a permanent run speed boost in line with the mobility theme.