Blink Skills and Travel
|
Given all the new travel skills, I decided to experiment with the feel of the different blink and movement skills.
In the process, I'm trying to figure out the Developer thought process behind the different blink skills. Of note, shield charge, leap slam, and whirling blades can be used as baselines for comparing the new skills, given similar roles. The first thing that I noticed is that Frostblink and dash have a set distance that they always travel, which is equivalent to the minimum distance of flame dash. This is also less than the max distance of leap slam and whirling blades, which can go over certain obstacles more easily. Thus it is still essential to run a movement skill, which will get used in boss fights as well. Another thing that I noticed, is that it is very clunky to do an action cancel with a blink skill (I don't think this actually works). Given that one of the primary uses for blink skills is to dodge attacks, this should be a use for blink skills. During the movement allowance section of attacks, blink skills should be usable. Dash seems to be the most generic of the movement skills, and so it should be competing with the weapon based movement skills in terms of speed and utility. The following calculations are all approximations. At it's fastest, dash takes 1.2s. Given the base distance a value of 1, it has a travel value of 0.84 at the best. Weapons have a base attack speed of between 0.625s and 0.91s. This means that with no attack speed modifiers, even the slowest leap slam only takes 1.46s, and travels ~1.5 distance (50% further than dash), giving it a travel value of 1.03. This is better than the max that dash can achieve. As a somewhat easily achieved high level calc, given a 0.8s weapon with 20% local attack speed, and 155% global attack speed (110 tree + FA), leap slam would take about 0.48s for ~1.5 distance, giving it a travel value of 3.14. So a travel value of ~1.5 min, with 3 max seems appropriate for dash to be comparable. I personally think that Dash should be changed to have the same min and max distances as Flamedash, and then the base cooldown should be shortened to 1s base. Then with cooldown reduction scaling up to 90% at max (100% w/ 20q), it is approximately equivalent to low investment movement speeds. Even with the 100% CDR from the tree only hits a travel value of 4.5, which can be achieved with the other movement skills currently. Frostblink seems to differentiated from dash by it's instant cast time, damage, as well as having low CD when in large packs. It has about 1.5 times the CD of Dash by base. It also should be usable as a damaging skill. I think it should be changed to have the same travel distance as flamedash (min/max), with the base cooldown going from 1.5s - 1.1s instead of 3.0 to 2.6. This is a base travel value of 1-1.36, improving if enemies are hit. Flame Dash seems like it's supposed to allow for a bunch of really quick dashes, doing damage while passing, and then needing a longer recover period. Thus overall travel value should be less than either of the other two, since it travels very quickly in a short period. It actually currently has a travel value that ranges from 0.5 to 0.88. Maybe move the CDR into the base cooldown instead, and make it 2.0s-1.5s instead. This would give it a travel value from 0.75 to 1.0 base, or 1.5 - 2.0 if fully invested. Given the current state of the game, this ends up with Movement skills: 1-3+ TV(travel value) Dash: 1.5 - 3 TV (3.0 - 4.5 with max tree CDR) Frostblink: 1.0 - 1.36 TV, improves if enemies hit (2.0 - 2.72 base w/ max) Flame Dash: 0.75 - 1.0 TV, charges (1.5 - 2.0 w/ max) Last bumped on Aug 30, 2019, 6:35:42 PM
This thread has been automatically archived. Replies are disabled.
|
|
|
I feel like frostblink should have 3 charges like flame dash. The cooldown reduction is useless when you are backtracking in a map or basically any practical scenario.
For me it feels like flame dash. Just with a single charge. Which means i'll never use it as long as flame dash exists. |
|




































