Talk:Zephyr/@comment-101.98.34.86-20171005225905/@comment-88.159.105.216-20171011205751

I think she doesnt need a rework she needs adjustment,

DE never completly overhaul warframes.

Tailwind should have a larger blast wave of wind ragdolling enemies in her path, like Hydroid wave, also when you start at the ground. Ragdoll range 6m from the ground 8m in the air arround Zephyr?

Divebomb needs to have more speed/sec. or more base damage, its ranged should be buffed so it can compete with its augment and when using Heavy Impact it should buff the range of Heavy Impact.

(Divebomb Vortex augment: also draggs in Mods and ammo, i repeat draggs not completly pulls like old greedy pull, wich means you need to use divebomb multiple times in order to collect all mods, ammo, energy, health orbs *at max range 30m wich is good not overpowerd*).

Turbulence should give movement speed and or weapon projectile speed by default, since its range is heavily reduced its no longer viable to share this with teammates - Augment should give at rank 3, a 50% Turbolence shield with 100% of its duration to allies within 15m of Zephyr Range is unaffected by range mods.

Tornado should be buffed, its 1 of the weakest DPS 4th's, if charged like the new hydroid it should spawn by default 8 tornados based on Default strength, Range should be 22m or 24m (each tornado should have a pull in range of 8m) tornados spawn point should be around Zephyr or at the direction of your aim, Tornados should not spawn in each other. Charging affects number of tornados, pull in range of tornados and energy costs, a fully charged Tornado spawns 8 Tornados, each tornados pull's in enemies within 8m, energy cost is 200.

Funnel Clouds augment: Remains the same but also drastically increases the speed of the tornados (maybe affected by strength), so players choice to choose CC or 16 fast patrolling damage tornados.

My bad for my poor English typing skills.