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Editado por RTshadows: 7/19/2020 9:04:22 PM
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You clearly never played in vanilla D1 when it was like that. Wasn’t fun.
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  • Nice assumptions by the way, but was super wrong.

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  • Because you’re virtually untouchable...like in vanilla D1...

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  • How so? The blink trail can be shot which attributes damage to the Warlock and also you can be shot when you appear in the place you are blinking to? You just proved to me that you hardly know how blink operates, you don't know its short-falls or the penalties that surround it and consequently aren't qualified to comment in my opinion considering you haven't provided any valid counter points or analysis. Also you point doesn't justify why the warlock blink shouldn't be reset after touching the ground and why there should be a long cool down period. Hunter jump is the best movement option in the game, so would you be happy for a 3 second cool down after you have done two double or triple jumps in a row?

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  • I know how it works(nIcE aSsMpTiOnS bTw)...good luck shooting a blink trail in the fraction of second it takes somebody to blink. By the time you predict where they’re going, you’re already dead. D1 didn’t even have instantaneous blink but you could do it two times in a row before it had a cool down and that warranted a nerf, so why would an unrestricted cool down be okay?

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  • Well your displayed lack of understanding showed me that you don't know how it works so it wasn't an assumption at all. You proved it again. You don't know what you are talking about. You can already blink twice in a row. It's after the second blink that the cool down is activated. Considering radar loss and weapon ready are still a thing then there is no need for the restricted cool down to limit blink once the player has hit the ground. This change I am requesting would do nothing to alter the way an engagement currently happens. What it would do however is stop Warlocks trying to blink to a platform in PVE and falling to their deaths because there is some arbitrary cool down penalty to stop us blinking. Limiting blink to twice in a row during one jump is understandable however not letting it reset after touching the ground is stupid.

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  • I never said you can’t do it twice in D2? Why are you using blink in PvE? Blink is a PvP movement. I used blink regularly in D1 when hunters had it and understood it was meant for PvP ... Any change to it will affect PvP. Your change will break blink in PvP.

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  • My change will do nothing in PVP but stop Warlocks having to run for awhile before being able to blink again. I am using it in PVE because I want to. The change is to make it more effective in PVE and not be so limited.

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  • So essentially you want your chosen style of play to have zero draw backs/consequences...got it. If you want to use blink in PvE more power to you, but you need to accept the draw backs to trying to use a movement clearly designed for PvP in PvE.

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  • Haha look at you twisting things around to suit you. Radar penalty is still a think for blink users, so is weapon ready penalty and so is blink trail damage. That's 3 penalties still remaining on how blink operates or can you not count?

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  • I’m not twisting anything. You’re the one wanting something changed because you like using it in PvE, while completely ignoring the negatives that will come with it in PvP.

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  • Haha yes you are, you just said I want all limitations removed from blink to suit my play style but there would still be three remaining so clearly you'll say what suits you even if it means straight out lying. As proven below. "So essentially you want your chosen style of play to have zero draw backs/consequences...got it."

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  • We’re talking about PvE are we not? Weapon ready and a brief period without radar are so minimal draw backs in PvE they’re essentially non-factors.

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  • I'm talking about blink as a whole. No matter whether it's PVP or PVE there are still 4x penalties against it and I am wanting one of them gone. 1. Weapon ready. 2. Loss of radar. 3. Blink trail damage. 4. Blink cool down after blinking twice causing the user to have to be grounded for about 3 - 4 seconds.

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  • Editado por RTshadows: 7/19/2020 11:57:47 PM
    Trail damage isn’t even a draw back. That’s no different than me taking damage while triple jumping or literally any other class taking damage while jumping. The change you want will outright break blink. Having an unrestricted, instantaneous teleport would make blink OP. Not to mention Astrocyte verse literally eliminates all the drawbacks that come with blink.

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  • Again you prove you don't know how it operates.

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  • Okay

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  • I notice you main hunter and your warlock is super under leveled so you may not have the experience to know what I am talking about. Blink in D1 was nasty because radar stayed up and weapons were available to use right after the blink and these penalties still remain but limiting blink from being refreshed each time the warlock touches the ground makes no sense. Mainly for PVE this is an issue and causes deaths all the time. Can you provide a valid justification as to why after blinking twice and then hitting the ground it should have a 3 or 4 second cool down before it can be used again?

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  • Actually I did, I have been playing since D1 beta weekend and have had a few different accounts since that time. I understand the loss of radar and weapon ready penalty but why shouldn't someone be able to blink after hitting the ground each time? Why should there be an arbitrary 4 second cool down to stop someone using their basic movement option?

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