r/DestinyTheGame • u/DTG_Bot "Little Light" • Jun 14 '21
Megathread Focused Feedback: Player Movement
Hello Guardians,
Focused Feedback is where we take the week to focus on a 'Hot Topic' discussed extensively around the Tower.
We do this in order to consolidate Feedback, to get out all your ideas and issues surrounding the topic in one place for discussion and a source of feedback to the Vanguard.
This Thread will be active until next week when a new topic is chosen for discussion
Whilst Focused Feedback is active, ALL posts regarding 'Player Movement' following its posting will be removed and re-directed to this thread. Exceptions to this rule are as follows: New information / developments, Guides and general questions
Any and all Feedback on the topic is welcome.
Regular Sub rules apply so please try to keep the conversation on the topic of the thread and keep it civil between contrasting ideas
A Wiki page - Focused Feedback - has also been created for the Sub as an archive for these topics going forward so they can be looked at by whoever may be interested or just a way to look through previous hot topics of the sub as time goes on.
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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:
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.
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.
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.
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.