Anyone else find Blink rather non-existent now?
Shinigaml
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>
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>
Comments
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
FTFY
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
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)
<!--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-->
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.
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.
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.
Also blink is in a decent place right now but I feel like it eats energy a bit too fast.
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.
<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.
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.
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.
I've always thought that blink should be the 1st hive ability but this would be even better.
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.
+10
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.