Board Thread:General Discussion/@comment-28349857-20180227032212/@comment-28349857-20180301001145

had some time to think it through and im gonna tone down/change some of the abilities

Cancel will be changed to "Counter" where you prepare for an attack and launch them away with a wind blast, but it won't do damage. (this seems to be more fitting in Seeing Eye mode since you can't hit them anyway). they will also be marked.

changing passive so that if a marked player is nearby an enemy, that enemy will show up but it won't show you what class they're using, just to show you there's someone there

Aero grab will also be non-interactable and will instead just slam them into the ground, also renamed "Aero slam"

Reciprocal is gonna get changed entirely

-it will now be an air tunnel that has a radius of 25 studs from the zephyr and will flip enemy buffs/debuffs with ally buffs/debuffs

for example, if you have a walkspeed debuff, all enemies inside the barrier will have that debuff instead, and if you have a buff, enemies will be debuffed with that amount (factors such as commander's passive are not considered, as well as obsidian's 200 defense passive)

if an enemy has a debuff, that debuff will then be granted as a buff to allies, and if they have a buff, that buff will be nullified and granted to allies

-enemies inside the barrier will no longer be blinded/the zephyr will no longer be able to see while reciprocal is in effect

E+C will be changed from deoxygenation to "cyclone" where a marked target will instead have a giant cyclone surround them, preventing enemies from getting near them, making it impossible to defend them.

i know this sounds OP but unless the zephyr risks getting attacked by the entire enemy team, there's almost no chance zephyr can get this move landed within the time limit (if it's elimination) or use it to maximum effectiveness (deathmatch/juggernaut) where it will actually do something beneficial

remember, an enemy has to be either attacked or blocked by zephyr's shield to get marked, and you won't block moves when you're not attacking, only if it's unequiped and attacked from behind, because every 10th hit is nullified, thus marking a target. they also get marked through counter, but remember this needs to be successfully read else you just wasted 20 mana, when you need 50 to pull this off

now for the nerfs/buffs

V will be changed so that instead of having zephyr enter the body of the marked target, they will instead mimick zephyr's movements/attacks and deal damage to their allies, but zephyr is still vunerable to attacks

basically, if you're getting 3v1d you can make it a 2v2 by possessing the target and having them fight for you, and they wont take any damage during this time, but they still wont be immune to stun/stagger/timelock/off-balance etc.

and if you touch a stun wall with a puppet, you will be stunned too, but you won't take damage, like the way it was before.

Repel will be changed to a more defensive strategy, but it won't be able to do much compared to repel.

zephyr will create a riot-shield like barrier of wind, with the shield in the center, while the wind stretches all the way around him and stops at around the hips. if zephyr is attacked, the first 3 strikes will be blocked (with the same mechanic as frigost's shield and grand's siege guard) but there wont be any stun/stagger, until the 3rd hit. after the 3rd hit, the enemy who struck will be repelled by the wind barrier, and then staggered, then marked. it's a nerf because it can't be used as an object wall, like it was originally, but rather just a generic shield block. kms gg

also, i'm switching the roles from Hexer/Tank to Tank/Support because some of the debuffs were removed thanks to moves being changed, and it's now gaining a more supportive role rather than a hexer-ish role

also, v ult will only last 15 seconds, because having an invunerable ally for 30 seconds is kind of a dick move, wont lie

now it's time for those B U F F S

while shield is equipped zephyr will have base 115% defense, and base 100% speed due to the nature of being a wind elemental (ggez)

seeing eye will no longer drop defense gradually while in effect, but you will not move as fast (80% walkspeed

also, i've decided what the shield will look like but i still can't post it here because i have no idea how to make it

ive decided to have the shield be about the size of your arm and it fits on your LEFT arm, with spikes at the end, and a giant eye in the middle. the cool thing is, when you're not in seeing eye mode, the eye will remain shut, and while you are in seeing eye mode, the eye will open.

although you can't see it, seeing eye will also look at the marked target, which allows your allies to see where you'd be attacking if your team gets rushed.

if anyone knows how to build well in studio, can you try to make the shield

the eye will be like a normal human eye but with an orange pupil

no point in saying what color i want the shield cause you can just customize it with colors yee yee

also have the spike be not too large b

thanks to all who made suggestions and posts, hopefully this tones down the absurd class a little