Talk:Zephyr/@comment-101.98.34.86-20171005225905/@comment-101.98.34.86-20171007094229

OP here to clarify a bit on what I want Tailwind to be:

When I say "Combo Ability," I mean each successive cast within a short time window would boost damage and decrease energy cost, like Rip Line or Landslide. I would also like enemies hit by Tailwind to be ragdolled ahead of Zephyr so they can be combo-hit by it. This would not only make Zephyr's pseudo-flight much more efficient, but also give her some solid damage outside of Tornado.

As far as the "Channeled Ability" idea goes, I mean you'd control Zephyr like a Navigator projectile; her flight lasts until you cancel it or run out of energy, and maybe the longer she flies, the more contact damage she deals.

I think the first option might be a bit more balanced, but a guy can dream.