Blink gem: allow rolling while on cooldown
I've enjoyed using blink so far. 60 spirit can feel a bit steep without spirit on gear, and needing to get 133 int (as a strength focused warrior) has been difficult, but it's been fun and worth it imo. The safety it offers is great; the speed of movement combined with it getting you out of corners is a lifesaver.
That being said, it preventing rolling outright feels pretty bad. There have been a handful of situations where I found myself trying to dodge a combo attack from a boss and failing miserably as I blink past the first part of the combo only to be a sitting duck for the second. The big quadrilla for example will do sideways swings with the pillar and follow it up with a long range slam. With dodge roll, I can roll clockwise through the swing then counterclockwise out of the slam. Blinking, though, I have to face tank the first swing or else the slam is guaranteed to hit. Similar story with the centaur enemy surrounded by hyenas. They have a three hit combo. If you blink out of the first two hits, you'll get cut down by the final hit every time. I think we should be allowed to roll while blink is on cooldown. Last bumped on Dec 14, 2024, 9:27:23 PM
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I fully agree. Either that, or blink should have charges - either by default, or through a support gem called "Additional Charges Support".
Because, otherwise, the player is forced to turn off blink while doing bosses which have combo attacks. |
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Just attempted the arbiter of ash fight.
Another place where blink is a major drawback. The flame circles and horizontal/vertical line wave attacks come out much faster than blink's cooldown, so I was left helpless after the first one that was slightly out of my movement speed range. Sort of an aside, but that fight is also very much not built for blink; I kept blinking much further than I needed. Feels awful to try to land blink in a very specific location. When trying to dodge "normal" attacks where you need to get out of the way its great, spirit well spent. But when the mechanic is "stand here in particular" its fucked. The trial of sekhemas final boss has a similar mechanic, the hourglass circles you have to step in before time runs out. It feel really weird to run them down when blink is enabled since blink goes so much further than it needed to. Absurdly difficult to blink right on top of one, and when blink is on cooldown I cant reliably shield charge since theres no way to cancel the charge without dodge roll... Then entire sekhema trial is kinda weird with blink. Invisible walls in some places, but no walls in others. Would blink into a railing with walkable ground on the other side and get hit by the enemy I was trying to dodge, then later would be able to skip half of a trap room cause there was a platform within blink or lightning warp distance. Last edited by OxidisedGearz#3098 on Dec 14, 2024, 9:28:37 PM
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