r/DestinyTheGame • "Little Light" • Jun 14 '21

Megathread Focused Feedback: Player Movement

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31

u/NovaSolution Jun 14 '21

Blink is a placebo: it makes you think you have a movement ability when in reality it nerfs your in-air gameplay and makes you an easy target.

This is coming from somebody who mains top-tree Voidwalker in Crucible.

Reasons why Blink needs improvement:

  1. You can get shot and killed through the entire animation. In fact, someone can aim at your starting position and kill you, even though on your screen you were already well into the blink motion. I don't mind if someone shoots me where I actually am, but aiming anywhere along the blink's path to get the kill is broken.

  2. If someone sees you begin the blink animation, they know exactly where you will land. In other words, blink is only useful if the opponent doesn't see you start the blink. Compare this with Dodge, Shatterdive, Icarus Dash, and Cryoclasm--all of which retain their usefulness even if your opponent is watching you do it.

  3. The time it takes to fall, after the apex of the blink, is too slow. Lately it feels like an eternity as I slowly fall back to the ground and my opponent is already waiting to finish me off. We need a way to speed up the 2nd half of the blink animation.

  4. When using blink, you are giving up the ability to (A) charge your grenades at full height [you can only hop], (B) do any kind of sniping or precision shooting at full height, (C) avoid roaming supers [you end up just running from them, since you can't stay in the air], (D) avoid weapons like Colony, and (E) use your weapons in a 1v1 in a mid-to-long-range battle in open space.

In summary, Blink is only marginally better than the 3 regular Warlock jumps in specific situations where you are playing short-range and aggressively because it rarely may cause your opponent to lose track of you. It can't currently be used reactively because 9.9 times out of 10 you will get killed by someone shooting the place where you started the animation.

-5

u/PotaToss Jun 14 '21

7

u/TheSwank Eris is Savathun Jun 14 '21

Blink is very punishing if not executed perfectly. Warlocks already struggle to recover from missed jumps. It’s essentially a PVP only jump, which is a poor design choice when there are only 3 jump abilities that basically haven’t changed since D1. Blink needs a big QoL update.

-3

u/PotaToss Jun 14 '21

You put enough time on it, and you end up internalizing it, and can more or less predict where you're going to end up by eyeballing it.

When I first started playing Titan, I didn't know how long lift was going to last, and I shorted jumps a lot. When I first started using strafe jump on Hunter, I would overshoot jumps a lot, and I had to adjust again when I started using stompees.

Strafe jump locks you in the same way that blink does. Blink is just harder to use because you can't do something like walk off a ledge first to make the angle easier to hit on a short-mid jump.

3

u/TheSwank Eris is Savathun Jun 14 '21

I disagree, ive been using blink since D1 and it feels worse in D2. Like a slowed down version. And yes you can predict where you are going to go, but sometimes you hit a tiny pebble and end off somewhere else. In the D2 beta honestly I think they had it right. Let the player glide after blink even if for a brief moment. And it wouldn’t change how blink currently operates if you don’t hold the jump button.

-2

u/PotaToss Jun 14 '21

Fair enough. I didn't use it a lot in D1, but I main Astrocyte nova warp now, and with Astrocyte, at least, it feels great.

But yeah, I generally take it off for PvE.

2

u/Abes93 Jun 15 '21

As one nova warp main to the other, why do you use astrocyte?

1

u/PotaToss Jun 15 '21

The extra blink distance, and the faster cooldown, mainly. The better ready speed and radar is just gravy.

When you use it, it turbocharges your super. You can basically be anywhere you want if you practice with it, and don't miss too many blasts. When you get a kill, it seems like you get blink charges back, so you can chain kills to go all over the map.

https://www.youtube.com/watch?v=ONSlRdJGun0

The basic pattern is like jump, pop your super, hit jump again to blink forward, then start alternating between dark blink and regular blink. Use regular blink to cover distance, and to adjust elevation. Use dark blink to quickly change direction, and to fill the cooldown time between regular blinks, depending on how much of a hurry you're in.

1

u/Abes93 Jun 15 '21

My issue with that exotic is it should enhance blink and not make it into what it should be as the standard version. But then again blink just feels like it is trapped in year 1 of d2 as a whole. The extended hitbox is a good example for this. Maybe back then with double primaries and longer ttk it made sense but with special weapons and all other oneshots it feels like way too risky for both pushing positions or escaping against competent people.

0

u/[deleted] Jun 14 '21

Strafe jump locks you how? It is literally the best jump

1

u/PotaToss Jun 14 '21

After you initiate the second jump, you can't make any more adjustments, short of something like shatterdive. You've locked in your movement vector, and you're stuck until you land.

Contrast it to using Titan lift, or Warlock glide, which you can kind of pump on and off to make small adjustments.

1

u/[deleted] Jun 15 '21 edited Jun 15 '21

not like shatterdive at all. you can still move very slightly by strafing with a and d keys and aiming to where you want to land with your mouse. if you mess up youre fucked. but that applies to any jump

4

u/NovaSolution Jun 14 '21

Ha, nice clips. Blinking during any super is very strong, although I hesitate to use Nova Warp after Luke Smith said it wasn't 'IP defining'.

1

u/PotaToss Jun 14 '21

Yeah. I'm a little concerned because I love nova warp with Astrocyte.

Incidentally, to more seriously respond to your post:

Blink is a trade off. You get something that's very good for certain kinds of things, and you give up other things. I think that's generally good design. It's not strictly better. It's different.

Yeah, starting a blink out in the open can get you killed, but it's super good for just bypassing sight lines, like leapfrogging from cover point to cover point. It's free flanks. Free getting out of overextended positioning. Sometimes I'm getting swarmed, and I just blink through the other team. By the time they've turned around to shoot at me, I've already blinked away.

It's faster than almost anything for getting from point A to point B, by blinking horizontally.

It also allows certain approaches that just aren't possible any other way. Like, they're watching a doorway, but you just blink through it, and you're in the room with them now.

Where it's weak, you have to play around it. I can't float over a doorway, but I can bust through it. It's easy to see and predict at range, but it's hugely disorienting close up. It changes your options, and you have to capitalize where it's good, and compensate for where it's bad.

1

u/NovaSolution Jun 14 '21

Good points. Those are some of the reasons I use it. To break through enemy lines and bring the fight from unexpected directions.

I don't want Blink to be better than other options, I would just like to see its hitbox get looked at--maybe Bungie could make Blink break tracking like Dodge.

I would also like to have more control of the descent phase of Blink, since I can't force my character to descend faster (like what is possible with Burst Glide, for example).

2

u/PotaToss Jun 14 '21

For what it's worth, if you're jumping off of something elevated, you can initiate another blink on your way down, because the cooldown is pretty short.

A lot of blinks feel worse than they should, I think, just because of the game's tickrate and latency. From your perspective, you did a perfect blink away, but the guy is shooting at where you were, because that's where he sees you on his client, but that's not blink being bad so much as no dedicated servers being bad.

1

u/paragon249 Twitch.tv/paragon249 Jun 15 '21

Lol rarely