I've just undusted my Zephyr in preparation for her Deluxe, slapped a Forma and played 40mins NEO Fissure Survival.
She is fine, Turbulence + AoE weapons plus the new Airburst SUCC and Aviator in her Exilus is more than enough to allow her to play on the highest levels, so in terms of Balance she is alright, in fact she is pretty good.
Now what makes Zephyr fun is of course her passive plus Tailwind, slap Aero Vantage and you can literally fly around, but when combined with active combat flying and positioning gets too clunky. If you cast Tailwind you get momentum that you need to cancel with an Air Dodge so you don't miss the spot you want to hover, and if you Divebomb you get "stuck" for a second (similar to the regular Stagger when you fall from too high, except you can cancel that with a Dodge or Slide), and you are forced to touch the ground to reset Aim Glide Timer, Bullet Jump and Dodge, so you are constantly battling her animations to just stay in the Air.
By simply giving her Aim Glide Timer and Jump Reset on Tailwind cast (so it's not free and you actually have to use it), and allowing to cancel the Stagger on Divebomb with a Dodge (same way we cancel Fall Stagger with ANY Warframe) she would be SO much nimble and swift. You could hover more reliably (and permanently if you use Tailwind correctly) in open spaces, or jump around without so many staggers if you are in tight spaces. Also, using Tailwind while on the ground has some sort of "drag", similar to Archwings have when you touch the ground, and removing it would make her more "slidy".
I know DE has plans for her, but the only thing I've found so far is they plan to make her "more floaty", I think these suggestions are the most straightforward way to achieve that.
TL;DR: What Zephyr needs is Jump and Aim Glide Timer Reset after casting Tailwind, and being able to cancel Divebomb animation with a Dodge
Thanks for reading! Have a nice day!
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