Anyone else find Blink rather non-existent now?

ShinigamlShinigaml Join Date: 2009-11-09 Member: 69315Members
Back in beta when Blink was actually quite useful to how it is now... I think the biggest thing that ruined the skill was the change of energy from 8 to 12, which is a HUGE difference. Energy for fades get depleted in seconds with blink and you wonder why you would even use it considering SS = less energy, faster travel and longer distance.

I see blink as a useful tool to go vertical but that's about it, and in dire situations when you are taking heavy fire and you need to sync SS with blink to get away faster. I find myself running out of energy with blink by just simply tapping it from time to time, not even holding it down for longer than a tap.

Of course if you get adren, that might make my argument obsolete but then again, fades feel too slow and laggy w/o celerity & against decent marines who actually know how to aim, it's not very smart (unless you are a 5 second fade).

Ofc blink is quite important vs JP's and Exo's but that is not the point of my debate. I am not saying blink is a crap and useless move. I'm saying it is a shadow of what it used to be. There are limited uses for it, and this is coming from a player who plays in both EU Div 1 Grp A and lots of pub games.

Before, blink for me was almost mandatory for fade play, but now I could SERIOUSLY care less whether it is researched or not, in both comp. and pub play (excluding when JP's and Exo's are out ofc..)

Please change the mechanics or just get rid of it complete and make SS vertical again because the skill is very limited and situational. I don't know if yall would agree with me on this but that's just my 2 cents.

<b>Express your opinions on blink down below, whether you agree or disagree.
</b>
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Comments

  • CanucckCanucck Join Date: 2010-07-26 Member: 72987Members
    The way it is now:

    Use shadowstep for moving around the map since it's faster and uses less energy, and for any non-JP fights. Use blink for escape and hitting JP

    I don't know what else you could ask for... it's fine, especially with another 50hp otw
  • casan0vaxcasan0vax Cloverfield, USA Join Date: 2012-11-04 Member: 166663Members, WC 2013 - Shadow
    I find myself inherently agreeing because, now that I think about it, I hardly ever ask pub comms to research blink when I go early fade. I get by fine with just SS. But I do like blink, it's still fun to do death-from-above maneuvers. And like Canucck, said, the extra 50hp will make Fade = super funtime.
  • LocklearLocklear [nexzil]kerrigan Join Date: 2012-05-01 Member: 151403Members, NS2 Playtester, NS2 Map Tester, WC 2013 - Shadow
    <!--quoteo(post=2056584:date=Jan 5 2013, 12:35 PM:name=Shinigaml)--><div class='quotetop'>QUOTE (Shinigaml @ Jan 5 2013, 12:35 PM) <a href="index.php?act=findpost&pid=2056584"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Back in beta when Blink was actually quite stupidly easy to use and pretty overpowered leaving a lot of room for mistakes<!--QuoteEnd--></div><!--QuoteEEnd-->

    FTFY
  • CanucckCanucck Join Date: 2010-07-26 Member: 72987Members
    edited January 2013
    <!--quoteo(post=2056584:date=Jan 5 2013, 04:35 PM:name=Shinigaml)--><div class='quotetop'>QUOTE (Shinigaml @ Jan 5 2013, 04:35 PM) <a href="index.php?act=findpost&pid=2056584"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I see blink as a useful tool to go vertical...

    Of course if you get adren, that might make my argument obsolete but then again...

    Ofc blink is quite important vs JP's...

    Before, blink for me was almost mandatory for fade play...<!--QuoteEnd--></div><!--QuoteEEnd-->

    This all seems like a good thing

    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->make SS vertical again because the skill is very limited and situational<!--QuoteEnd--></div><!--QuoteEEnd-->

    This would be a nerf to SS since crouch SS-jumping through low doors probably wouldn't work anymore
  • DestherDesther Join Date: 2012-10-31 Member: 165195Members
    I still won't play Fade without it even though I use it little enough that I don't mind playing with no Movement upgrades. I've died too many times by falling into lava or simply getting stuck on low ground that it isn't worth the risk.
  • rantologyrantology Join Date: 2012-02-05 Member: 143750Members, NS2 Developer, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Gold
    The issue I have with blink is that the timings in most games, blink comes out after the fade timings, sometimes the gap is several minutes. The learning curve for playing fade is very steep, shadow step fade is much more so. A lot of pub fades come out and instantly die because of how differently you have to play SS fade than blink fade. Not to mention it can be just plain frustrating to play SS fade, even if you are good at it.

    imo blink should be hive 1, shadow step hive 2. Or, have both on hive one and bring back something like metabolize. (though shadow step also needs the energy cost increased again so that it's less spamable)
  • OnosFactoryOnosFactory New Zealand Join Date: 2008-07-16 Member: 64637Members
    Good point Rantology, blink helps alot with keeping fades alive for noobs and permanoobs like I.
  • ultranewbultranewb Pro Bug Hunter Join Date: 2004-07-21 Member: 30026Members
    Press jump, aim 10 degrees up, tap blink the lightest you possibly can and tell me about the distance. Blink distance can be multitudes longer, costs way less energy than the successive SS required, and is may more maneuverable.

    <!--quoteo(post=2056584:date=Jan 5 2013, 02:35 PM:name=Shinigaml)--><div class='quotetop'>QUOTE (Shinigaml @ Jan 5 2013, 02:35 PM) <a href="index.php?act=findpost&pid=2056584"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->SS = less energy, faster travel and longer distance<!--QuoteEnd--></div><!--QuoteEEnd-->
  • HivelordHivelord Join Date: 2003-06-21 Member: 17567Members, Reinforced - Shadow
    If you lose all your energy in seconds, then I'm sorry but you are a bad fade.
  • kalakujakalakuja Join Date: 2012-09-11 Member: 159045Members, NS2 Map Tester, Reinforced - Supporter
    edited January 2013
    :D idk how you can go in on an archea 3 man sg squad without blink. Have fun :D
  • WildChickenWildChicken Join Date: 2004-08-25 Member: 30891Members, Constellation
    kalakuja, thanks for contributing absolutely nothing. You can't go in on a 3-man SG hitsquad WITH blink, either. And that's not just speaking of Archaea.
    As far as I'm concerned, fades have 1 too many movement abilities. Double jump is fine, handy for getting into vents without using energy. But why are shadowstep AND blink in the game? Remove shadowstep, put blink as the basic shift-button move and get something else for hive2 upgrade.
  • AxehiltAxehilt Join Date: 2003-09-12 Member: 20796Members
    edited January 2013
    Seems fine in its current implementation. I survive quite well without Blink, but definitely value it when it shows up.

    It's certainly fair to point out that with SS and Doublejump, Blink doesn't really provide a huge amount of unique capability to a fade. I would certainly be in favor of having Blink be tweaked to be much more unique -- perhaps more defensive in nature, allowing a skilled fade to time it against full clips of marine bullets if it acted like a sort of Umbra Lite while active (there's already a bullet blocking sound that goes along with it, but I've never been able to tell if it actually causes the fade to dodge bullets -- they certainly seem to take full damage, in spite of being harder to hit.)

    And uh...I strongly disagree with anyone who suggests Shadowstep should be removed from the game. May as well replace the Blink upgrade with "Unlock Fade" in that case, because without Shadowstep they'd be ultra gimped. But that's definitely <i>not</i> a direction I'd want to see the game go.
  • LamboLambo Iceland Join Date: 2012-08-07 Member: 154915Members, NS2 Map Tester, Reinforced - Supporter, Reinforced - Silver, Reinforced - Shadow
    Using Shadowstep with Blink is something you need to practice.
  • Katana-Katana- Join Date: 2008-11-25 Member: 65575Members
    edited January 2013
    <!--quoteo(post=2056629:date=Jan 5 2013, 02:08 PM:name=ultranewb)--><div class='quotetop'>QUOTE (ultranewb @ Jan 5 2013, 02:08 PM) <a href="index.php?act=findpost&pid=2056629"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Press jump, aim 10 degrees up, tap blink the lightest you possibly can and tell me about the distance. Blink distance can be multitudes longer, costs way less energy than the successive SS required, and is may more maneuverable.<!--QuoteEnd--></div><!--QuoteEEnd-->

    you must be uniformed of how to use shadow step.

    protip:

    hold forward -> activate shadow step -> right when shadow step ends press jump -> right before you hit the ground press jump again -> Land, repeat

    If done correctly this is faster and more energy efficient than using blink.
  • ZekZek Join Date: 2002-11-10 Member: 7962Members, NS1 Playtester, Constellation, Reinforced - Shadow
    edited January 2013
    Blink is still useful, however it has always had sort of a weird overlap with Shadowstep. I do not like Blink being the second hive skill because it gives the Fade no interesting abilities to use, they just have Swipe and then three mobility skills. Coming from someone who mained Fade in NS1, I find it so much more boring in NS2 that I rarely go Fade anymore. If I had my way I would replace current Blink with Metabolize. Move Shadowstep to alt-fire, buff it a bit, and call it Blink.
  • HeatSurgeHeatSurge Some Guy Join Date: 2012-09-15 Member: 159438Members, Reinforced - Supporter
    Return the vertical shadowstep PLEEEEEEEEASE.

    Also blink is in a decent place right now but I feel like it eats energy a bit too fast.
  • ShinigamlShinigaml Join Date: 2009-11-09 Member: 69315Members
    edited January 2013
    <!--quoteo(post=2056629:date=Jan 5 2013, 11:08 PM:name=ultranewb)--><div class='quotetop'>QUOTE (ultranewb @ Jan 5 2013, 11:08 PM) <a href="index.php?act=findpost&pid=2056629"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Press jump, aim 10 degrees up, tap blink the lightest you possibly can and tell me about the distance. Blink distance can be multitudes longer, costs way less energy than the successive SS required, and is may more maneuverable.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Press shift for SS, wait .25 seconds, press jump and tell me it can out speed a well-done SS because I doubt it can.

    I basically repeated what Katana- said, didn't read his post first lol.
  • ShinigamlShinigaml Join Date: 2009-11-09 Member: 69315Members
    edited January 2013
    <!--quoteo(post=2056630:date=Jan 5 2013, 11:09 PM:name=Hivelord)--><div class='quotetop'>QUOTE (Hivelord @ Jan 5 2013, 11:09 PM) <a href="index.php?act=findpost&pid=2056630"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->If you lose all your energy in seconds, then I'm sorry but you are a bad fade.<!--QuoteEnd--></div><!--QuoteEEnd-->

    <img src="http://img37.imageshack.us/img37/2599/20121204000201.jpg" border="0" class="linked-image" />
    As I said, I'm Div 1 player, and that one death was via by skulking early game. This ss proves nothing because it is JUST a pub game but no... you're probably the bad fade. I main fade on my team in competitive and so I would know how to conserve my energy idiot.
  • AurOn2AurOn2 COOKIES&#33; FREEDOM, AND BISCUITS&#33; Australia Join Date: 2012-01-13 Member: 140224Members, Forum Moderators, NS2 Playtester, Forum staff
    why does everyone find blink ######e? it's not needed but on a good fade it's the best thing in teh wurld. (spamming blink around people hilarious, and tactically useful, people shoot the fade first, so if he's behind them, the skulk that was infront of them is now behind them, hence not being shot at)
  • LamboLambo Iceland Join Date: 2012-08-07 Member: 154915Members, NS2 Map Tester, Reinforced - Supporter, Reinforced - Silver, Reinforced - Shadow
    There's absolutely nothing wrong with Blink right now, get real.
  • Katana-Katana- Join Date: 2008-11-25 Member: 65575Members
    edited January 2013
    <!--quoteo(post=2056756:date=Jan 5 2013, 08:06 PM:name=Xnm)--><div class='quotetop'>QUOTE (Xnm @ Jan 5 2013, 08:06 PM) <a href="index.php?act=findpost&pid=2056756"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->There's absolutely nothing wrong with Blink right now, get real.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Nobody is saying there is something wrong with blink. You missed the point.

    The point is, blink isn't as good as shadow step. You don't even need blink. If fades could use shadow step to go upward you wouldn't need blink at all, because currently that is the only thing blink does that shadow step can't do.

    There isn't anything wrong with it. What is weird is that blink and shadow step fill the same roll, so why are the both in the game?

    It would be better if they removed blink and replaced it with something new and interesting.

    Or

    they should buff blink slightly (so it is as good as the current shadow step) and then replace shadow step with something new and interesting.
  • Ghosthree3Ghosthree3 Join Date: 2010-02-13 Member: 70557Members, Reinforced - Supporter
    Sort of agree, master fades only use blink to gain height or to get the ###### out quickly. (Shadow step doesn't cut it, you die if you don't blink out vs 3 shotguns.)
  • DanielDDanielD Join Date: 2010-11-16 Member: 74960Members
    I was under the impression that jump, SS, jump, was much better than ss, jump, jump, because you are in the air the whole time with the first one and have more control.
  • MakenshiMakenshi Join Date: 2012-10-30 Member: 164681Members
    I don't fade a lot, but in my experience I have found SS jump repeat to be faster than the other two combination in terms of pure traveling speed. A single jump after SS is enough to take me through an entire hallway in most situations, while the second jump doesn't even cover half that distance. Maybe I am just not timing the jumps right.
  • xDragonxDragon Join Date: 2012-04-04 Member: 149948Members, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow
    Bleh so pointless posting about fade because people really dont realize the power of the fade, why its so strong/so weak, and what actually needs to be done to fix it.

    Shadowstep is currently way to spam able - fade takes pretty much 0 energy management overall however. Blink is both useful and annoying, mainly because the initial cost is kinda high and it slows you down initially. In-Blink effect is extremely retarded to shoot at because of where the effect appears to show the fade vs where the actual best places to shoot are.

    TLDR - Blink effect needs to go/be reworked to still show the entire fade, the current effect makes it a guessing game. Shadow step needs an fundamental change to remain, either as a high energy cost (30+) ability to be used in combat (and moved to second hive), or as some kind of ability to traverse the map quickly. Swipe range needs adjustments to not be so forgiving, and fade walking speed should be slowed a tad to allow good marine movement to dodge swipes.
  • iKossuiKossu Join Date: 2002-12-30 Member: 11593Members
    <!--quoteo(post=2056646:date=Jan 6 2013, 01:48 AM:name=WildChicken)--><div class='quotetop'>QUOTE (WildChicken @ Jan 6 2013, 01:48 AM) <a href="index.php?act=findpost&pid=2056646"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->As far as I'm concerned, fades have 1 too many movement abilities. Double jump is fine, handy for getting into vents without using energy. But why are shadowstep AND blink in the game? Remove shadowstep, put blink as the basic shift-button move and get something else for hive2 upgrade.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I've always thought that blink should be the 1st hive ability but this would be even better.
  • TaneTane Join Date: 2004-10-25 Member: 32441Members, Constellation
    Well, I was one the best fades during 3.x era in NS1 and I have to say that NS2 fade lacks control when it comes to movement compared to NS1 counterpart. I would keep shadowstep + blink combo in game, but you have tune those abilities. In NS1 that combo was bunnyhop + blink, I would like to see shadowstep to cover bunnyhop part and change blink to match more like NS1 blink.

    In NS1 bunnyhop's role was to keep momentum between blinks and save adrenaline, while blink was more fine tuner. In combat situation you wanted use blink as much as possible and when travelling on map you wanted use bunnyhop as much as possible. You may think me crazy when I even mention bunnyhop and shadowstep in same sentence, but think about it. The best way to get speed as fade is when you shadowstep toward ground and double jump after to get maximum speed. But here is the problem; it's next to impossible keep that momentum with blink because blink isn't fine tuner. By fine tuner I mean that you can change you direction in high speed but with cost of adrenaline just like in NS1.

    So ideal Fade movement for me would be following: you get speed with shadowstep but you maintain and control that speed with blink.

    Also double jump should more powerful. Right now it's next to useless. To be honest, you should just copy double jump from TF2 scout.
  • PsympleJesterPsympleJester Join Date: 2008-04-06 Member: 64024Members
    <!--quoteo(post=2056910:date=Jan 6 2013, 01:39 PM:name=Tane)--><div class='quotetop'>QUOTE (Tane @ Jan 6 2013, 01:39 PM) <a href="index.php?act=findpost&pid=2056910"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Also double jump should more powerful. Right now it's next to useless. To be honest, you should just copy double jump from TF2 scout.<!--QuoteEnd--></div><!--QuoteEEnd-->

    +10
  • XaoXao Join Date: 2012-12-12 Member: 174840Members
    edited January 2013
    Played a lot of fade in NS1, I feel shadowstep was to replace bhop as with just blink NS2 fade would be horrible.

    SS feels horrible to new players because of map design, NS1 had very few objects in rooms and they were 100% for alien cover, NS2 with it's 110% more immersion has thrown ###### everywhere, find me 5 rooms in NS2 maps that you can look in any direction, press SS and not hit something before it ends.

    NS2 fade movement is interesting in my experience with pub play only, doing triangles with SS around marines and hitting them on the move is something I see good fades doing, adapting the old blink in swipe UP ( blink up & usually touch the roof) DOWN (blink next to or behind the marine with blink) swipe swipe movement of NS1 has changed slightly to blink swipe UP SS down swipe SS left/right/forward swipe, I like SS in combat in more open areas, I'd almost say it's overpowered in smaller games against 1-2 marines without great aim.

    I feel like the 50+ objects per room in NS2 really ###### the fade and SS over and make it feel a lot worse, to my knowledge there's only 2 main uses of SS. SS and jump at the end for a slight speed boost followed by SS jump again, or jump SS wait and line up, jump, SS in the direction you want to go.

    The change to cele/adren feels a little out for fade too, I honestly can't remember what I took on NS1 fade but I'm certain cele didn't end in combat and adren had a %regen component to it.

    tl;dr what tane said, SS to replace bhop feels ###### because it's an uncontrollable speedboost and nothing else, I blame 50 objects per room in NS2 maps. Also exclusively use blink once in combat to UP DOWN marines or dmg reduction and "OH ###### 1-2 SHOTGUNS ABANDON THREAD" hold rmb to leave marines 2 rooms behind me.

    edit: double jump because aliens can't climb ladders, the most hated change in NS2 I can think of.
  • Ghosthree3Ghosthree3 Join Date: 2010-02-13 Member: 70557Members, Reinforced - Supporter
    ^Celerity doesn't turn off in combat in NS2 anymore.
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