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Edited by The_King_Pedros: 4/22/2017 2:17:43 AM
18

An in-depth look at blink

I know the balancer at bungie did a lot of testing before changing blink the way he did, but even now, you're better off using any movement perk besides blink if you want to get ahead of the competition. I looked at and recorded every single update to specifically blink and shotguns to look at, statistically, how much they've changed compared to year one. However, when I went ahead and tested the effects of blink on more weapons, I found a slightly alarming inconsistency. You are completely vulnerable while in the air after you blink unless you use your super. The time you are vulnerable changes per weapon and ability you use, but you are vulnerable nonetheless. You are better using any movement mode besides blink, since the time it takes to use your weapon after you do so is much quicker than it is for blink. In a first-person shooter game, where timing is everything, blink puts you at a serious disadvantage. Average Post-Blink Wait Time (Seconds): Primaries: 1.272 Sidearms (QuickDraw): 1.266 Sidearms (No QuickDraw): 1.344 Fusion Rifles (QuickDraw): 1.32 Fusion Rifles (No QuickDraw): 1.46 Snipers(QuickDraw): 1.280 Snipers (No QuickDraw): 1.526 Shotguns (QuickDraw): 1.300 Shotguns (No QuickDraw): 1.380 Rocket Launchers (QuickDraw): 1.272 Rocket Launchers (No QuickDraw): 1.290 Machine Guns: 1.442 Swords: 1.800 Grenade Throw Animation: 1.282 Melee Animation: 1.116 Super Animation: 0.300 Update References: For blink: 2.0.0 Blink movement ability activation delay increased by 0.07 seconds (0.26 seconds to 0.33 seconds) Blink movement ability visuals now changed to better telegraphing direction: clearer activation FX and trail FX 2.3.0 Blink: now incurs a -1 recovery penalty 2.5.0.2 “Blink now disables your Radar and HUD for a short time after activation” 2.6.0 “Recovery reduction was removed from the Blink Talent Grid Nodes and the time the player was left HUDless has been lowered.” For Shotguns: 1.0.1 Improved Shotgun damage falloff networking. Reduced base Damage per bullet range by [2% to 5%], modified by weapon stat Reduced base Shotgun range by [1% to 7%], modified by weapon stat 1.0.2.2 Decreased base damage at maximum range (falloff) by 20% Shot Package Perk now has a slightly wider cone of fire 1.0.3 Clown Cartridge: Replaced Clown Cartridge perk with other perks in shotgun upgrade trees 1.1.1 Increased damage against all non-Guardian combatants by 2x (100% increase) Reduced high-end range values Damage falloff starts sooner Reduced starting ammunition in PVP 2.0.0 Reduce Shot Package Accuracy buff by 30% Rangefinder adds a 5% base Range increase on ADS (was 20%) Reduce Precision Damage multiplier on Shotguns by 10% Reduce damage against AI combatants by 10% 2.0.1 “Shot Package” perks have been removed and replaced on Shotguns with a non-range-boosting perk 2.1.0 Reduced damage falloff to start at melee lunge ranges Low range falloff starts at standard melee lunge High range falloff starts at Blink Strike lunge Final damage falloff extends 0.5 meters longer for a smoother drop Slower ready/put away time for all shotguns Additional recoil on weapon fire for all Stability values Slower reload speed for all Reload stat values Slower time to Aim Down Sights speed for all shotguns Slower movement speed when shotgun is held. Walk and Aim Down Sights movement is affected. Sprint is unaffected Add 2 frames delay when firing out of sprint Increased base damage against AI combatants by roughly 5% Fixed Kneepad perk on Hakke shotguns 2.2.0 Reduced the total Ammo Inventory for all Shotguns by roughly 5-7 rounds (exact amount depends on a given weapon’s Magazine and Inventory stats) Increase Special Ammo drop rate in all PVE activities to offset the reduced Inventory for Shotguns and Sniper Rifles 2.4.0 Increased high rate of fire and middle-low rate of fire Shotgun damages by 2% Reduced spread angle penalty on Shotguns with the perk Full Auto, Invective was not affected 2.5.0.2 Shotguns no longer deal precision damage Shotguns now have significantly less magnetism when fired from the hip Shotguns now have significantly less in air accuracy Shotguns no longer have a movement penalty Shotguns now deal 20% more damage to combatants Rangefinder on Shotguns now increases ADS time by 25%

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  • What the -blam!- is blink? [spoiler]Kidding. I main a blade.[/spoiler]

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    • Sees title, description, some of the video​* Good. Keep it that way. Enjoy the grind.

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      • It took me a long time to get used to using blink - all the while they were nerfing the shit out of it.

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      • [quote]I know the balancer at bungie did a lot of testing before changing blink the way he did, but even now, you're better off using any movement perk besides blink if you want to get ahead of the competition. I looked at and recorded every single update to specifically blink and shotguns to look at, statistically, how much they've changed compared to year one. However, when I went ahead and tested the effects of blink on more weapons, I found a slightly alarming inconsistency. You are completely vulnerable while in the air after you blink unless you use your super. The time you are vulnerable changes per weapon and ability you use, but you are vulnerable nonetheless. You are better using any movement mode besides blink, since the time it takes to use your weapon after you do so is much quicker than it is for blink. In a first-person shooter game, where timing is everything, blink puts you at a serious disadvantage. Average Post-Blink Wait Time (Seconds): Primaries: 1.272 Sidearms (QuickDraw): 1.266 Sidearms (No QuickDraw): 1.344 Fusion Rifles (QuickDraw): 1.32 Fusion Rifles (No QuickDraw): 1.46 Snipers(QuickDraw): 1.280 Snipers (No QuickDraw): 1.526 Shotguns (QuickDraw): 1.300 Shotguns (No QuickDraw): 1.380 Rocket Launchers (QuickDraw): 1.272 Rocket Launchers (No QuickDraw): 1.290 Machine Guns: 1.442 Swords: 1.800 Grenade Throw Animation: 1.282 Melee Animation: 1.116 Super Animation: 0.300 Update References: For blink: 2.0.0 Blink movement ability activation delay increased by 0.07 seconds (0.26 seconds to 0.33 seconds) Blink movement ability visuals now changed to better telegraphing direction: clearer activation FX and trail FX 2.3.0 Blink: now incurs a -1 recovery penalty 2.5.0.2 “Blink now disables your Radar and HUD for a short time after activation” 2.6.0 “Recovery reduction was removed from the Blink Talent Grid Nodes and the time the player was left HUDless has been lowered.” For Shotguns: 1.0.1 Improved Shotgun damage falloff networking. Reduced base Damage per bullet range by [2% to 5%], modified by weapon stat Reduced base Shotgun range by [1% to 7%], modified by weapon stat 1.0.2.2 Decreased base damage at maximum range (falloff) by 20% Shot Package Perk now has a slightly wider cone of fire 1.0.3 Clown Cartridge: Replaced Clown Cartridge perk with other perks in shotgun upgrade trees 1.1.1 Increased damage against all non-Guardian combatants by 2x (100% increase) Reduced high-end range values Damage falloff starts sooner Reduced starting ammunition in PVP 2.0.0 Reduce Shot Package Accuracy buff by 30% Rangefinder adds a 5% base Range increase on ADS (was 20%) Reduce Precision Damage multiplier on Shotguns by 10% Reduce damage against AI combatants by 10% 2.0.1 “Shot Package” perks have been removed and replaced on Shotguns with a non-range-boosting perk 2.1.0 Reduced damage falloff to start at melee lunge ranges Low range falloff starts at standard melee lunge High range falloff starts at Blink Strike lunge Final damage falloff extends 0.5 meters longer for a smoother drop Slower ready/put away time for all shotguns Additional recoil on weapon fire for all Stability values Slower reload speed for all Reload stat values Slower time to Aim Down Sights speed for all shotguns Slower movement speed when shotgun is held. Walk and Aim Down Sights movement is affected. Sprint is unaffected Add 2 frames delay when firing out of sprint Increased base damage against AI combatants by roughly 5% Fixed Kneepad perk on Hakke shotguns 2.2.0 Reduced the total Ammo Inventory for all Shotguns by roughly 5-7 rounds (exact amount depends on a given weapon’s Magazine and Inventory stats) Increase Special Ammo drop rate in all PVE activities to offset the reduced Inventory for Shotguns and Sniper Rifles 2.4.0 Increased high rate of fire and middle-low rate of fire Shotgun damages by 2% Reduced spread angle penalty on Shotguns with the perk Full Auto, Invective was not affected 2.5.0.2 Shotguns no longer deal precision damage Shotguns now have significantly less magnetism when fired from the hip Shotguns now have significantly less in air accuracy Shotguns no longer have a movement penalty Shotguns now deal 20% more damage to combatants Rangefinder on Shotguns now increases ADS time by 25%[/quote] 100%

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      • Blink in an escape maneuver. It works well when you use it as such. Many a times has it saved my life and allowed me to regroup and/or bait.

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        • My question is why hasn't shadestep been hit with identical nerf? Essentially they are an identical ''evade''. Just another massive inconsistency.

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        • I mean, I used blink almost religiously, my main problem with it now is the radar is gone for just a bit too long and the time to pull out weapons feels weird. Bump!

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          • Edited by LadiesMan217164: 4/19/2017 1:48:47 PM
            Yeah but I look and feel cool when I do it, that's all I really care about. Blinking about the place is a really good feeling, it's something different and isn't just another double jump. I'm honestly not bothered by being at a disadvantage of a second or so.

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          • I think bungie hate blink so much, i'd be surprised if it was in destiny 2

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            • Tell that to the guy who just dodged my rocket using blink.

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            • Still the best way to get out of almost any situation. It also is very disorientating to the close up opponents which very well makes up for the equip times.

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            • Why make like 5-7 paragraphs ranting about blink? it's not even that bad

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              • Tell this to realkraftyy.

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                • Not trying to bash you or anything but was all this necessary? I don't think blink was designed to give you an advantage or be used in place of normal jumps, it's just there as an option.

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                  • Looks like you did your homework. I think blink is in a better spot now with the latest patch than it has been in a while. Then again, I'm a warlock main (swap classes all the time) and just started using my Bladedancer a lot more. Hopefully my useless comment will bump it at the right time so someone who can actually add something more to the convos can see it and jump in.

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                    • What a waste of time

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                        Good, blink is lame.

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                      • Bump

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