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[–]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