The current state of Zephyr

I have always kinda thought of a rework for zephyr. im not good at explaining, so please forgive me and ask me if you get confused. What if zephyrs mixed divebomb/tailwind was a "hold down button" type of skill? like, when you cast the skill, zephyr levitates into the air and starts flying,and as long as you hold the skill button down she flies like the way ivara controls her navigator projectiles, draining mana as she keeps flying, (ofcourse you can steer and go up and down and all, and maybe increase her mana drain the more she stays in flight like navigator) and heres the thing, you can choose to do three things with her while shes on flight, its either you ram the enemy while you're flying to deal damage to everyone you pass through (damage may be based on mana spent+speed+time of flight or whatever you guys think is good) or release the button to execute a dive bomb, dealing aoe damage in an area. (damage is also based on distance away from the ground and all that jazz). I know this last one sounds ridiculous but the third option sounds cool in my head. so if you cast your tailwind and fly so far upwards, you use (current mana you drained while flying+ maybe 150 energy) to go super high above (maybe theres a delay) and it suddenly gives you a birds eye veiw of the map, (a crosshair shows up which you can move around to indicate where youll land) and zephyr will perform a MEGA DIVE BOMB. like she is so high up and uses divebomb, she goes down with such force that she falls down like a meteor and explodes, dealing massive damage in a really large AOE.

2nd skill would be wind geyser. and can target both enemies and allies. if cast on an enemy, zephyr entraps an enemy with a geyser of wind, letting them go high up enough and disabling them for the duration. anyone who shoots the geyser will also damage the enemy, because bullets will fly upwards him and deal more damage cause of the strong wind.

If the wind geyser is used on an ally, he gets high up, not disabled (he can shoot from there, ranged enemies can shoot him but melee enemies cant touch him.) walking or moving away will forcefully end the geyser. (so he has to stand still to get the full duration)

i also have another idea to give zephyr synergy with her skills. again this might sound ridiculous but im open to criticism and ideas from you guys too. Anyone who is affected by wind geyser can be carried by zephyr with her tailwind skill, making them fly with you too! but they cant make any actions while in flight, and zephyrs tailwind skill will drain more mana per second the more people she carries. (maybe an additional 2 per person or 5) and they also increase the damage of the divebomb portion, depending on how many people there are. zephyr cant use here mega divebomb when carrying a teammate.

her 3 could remain the same, maybe have a small aoe (enough for one fram) but maybe also affect everyone in a geyser? is it too op that way? or is it better untouched?

and another crazy idea for her skill 4. upon using the mega divebomb, any tonadoes in the battlefield affected by the mega divebomb will violently explode, dealing even more damage and wreck havoc to enemy clusters.

so what do you guys think? :) you can ask me if youre confused and sorry for my poor english.

/r/Warframe Thread