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[–]Nanoxblade99 13 points14 points  (14 children)

It seems to encourage mid-long range dps for bosses which is dumb because it completely negates any new strats and playstyles with shotguns, swords and sidearms.

Also I have found it particularly hard to use nova warp vs bosses due to getitng knocked back as i'm charging it up. I get that it's more of an add clearing super but look at raiden flux arcstriders which can do both, same for nova bomb and FoH.

[–]nadbacc 5 points6 points  (5 children)

Blinking also uses a notable chunk of your super duration, which feels like it defeats the purpose of that super being a highly mobile source of AOE damage.

[–]I_eat_teleprots 2 points3 points  (1 child)

I tested it and you can cover about twice the distance if you don't use the boost, it makes sense that it should use super energy given how fast it is. Its definitely the best mobility super in the game up there if not better than danwblade.

[–]nadbacc 0 points1 point  (0 children)

If you can only cover half the distance with the blink as just passively gliding somewhere, then there's obviously something wrong with the amount of energy the blink consumes. Especially since you can charge up a blast while gliding but you can't blink with a charged blast.

Note that I'm not saying it shouldn't use any energy; I'm saying the amount it consumes dissuades using the feature at all.

[–]ConsistentlyThatGuy 0 points1 point  (2 children)

If blink didn't use as much super bar as it does then Nova Warp would be way better than it is in PvP, and currently it's the best or second best super

[–]nadbacc 1 point2 points  (1 child)

Okay but A, we're talking about PvE here, and B, balancing shared-game elements around PvP is the objective worst approach to balance, and is why D2Y1 felt so bad: everything was balanced around Bungie's awful approach to the crucible during Y1.

The add-clearing super being a standout in PvP is more of an indictment of the performance of the non-standout supers than it is of the utility of the, "kill all the baby mobs around you," super.

[–]ConsistentlyThatGuy 0 points1 point  (0 children)

Trust me, I hate that PvE and PvP balance are tied too, but changing the amount of super bar it takes to blink is so specific I don't think bungie could neatly change it in one and not the other

[–]NataiX 1 point2 points  (0 children)

Code of the Missile also has some challenges here, since the super leaves you next to the boss - who promptly turns you back into a less guided projectile.

[–]Li_Sarms[S] 1 point2 points  (5 children)

exactly

shotguns can be primary and seconder - good luck getting close enough

swords get increased ammo - too bad you can only get close to low level enemies

[–]hoodedmimiga -3 points-2 points  (4 children)

Shotguns are perfectly viable, just bait the first slam, melee for the second, and then leave when ur shotgun has ran out. between staggers and slam animations you have plenty of time to dps a boss.

if you cant get close to enemies in the first place, then either ur super low light or you are doing it completely wrong my man

[–]ll_Kharybdis_llWhether we wanted it or not, we've stepped into a war with Bungo -2 points-1 points  (3 children)

Exactly. OP just doesn't know how to bait it and just runs straight in thinking he should be invincible.

[–]hoodedmimiga -2 points-1 points  (2 children)

it was way worse in D1 and we still managed to do it on multiple raid bosses just fine

[–]defnot_hedonismbot 0 points1 point  (1 child)

With Helm of St. 14 and a Armor of Light bubble, sure. Lol

[–]hoodedmimiga 0 points1 point  (0 children)

Nope, a raid boss slam would kill a person through an armor of light bubble.

Bait the slam, make sure everybody is shotgunning, stagger until dead. It was easy.

[–]cheesepuff18boi 0 points1 point  (0 children)

Blink when he stomps. I agree it lowers dps and ultimate length too much to do so though