It’s almost useless for most situations. The blink ability is too short range to be meaningful, and one turn of invisibilty is useless, no actual time to do anything.

The previous ability (several turns of invisibility) was actually super useful, you could use it to reposition, escape tricky situations, close distance on ranged foes, or get out of range of the deathgaze as it powered up.

But with a short range blink and one turn of invis, all you are left with is a very limited reposition. I invariably find that any place I can actually blink to is still a place of danger, still in range of whatever ranged attacks I am trying to evade, and the single turn of invis is not enough to even step through a door out of sight. The very next turn you are visible again, and taking damage from ranged attacks or hit by the deathgaze or whatever. It becomes a pointless ability, and I find I no longer even use it.

Evan, I beg you to reconsider this change. Even if you got like 3-5 turns of invisibilty after the blink it would be useful. As it stands, it makes using dirk/assassin’s blade for Duelist utterly useless. Feels so horriby nerfed as to no longer be an option, which is a shame, because it was such a fun option for Duelist.

  • lowflyingaircraft@lemmy.worldOP
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    11 months ago

    For me the biggest nerf aspect is the fact that invis only lasts 1 turn. It’s almost impossible to do anything meaningful in that time. Extending it to like 3-5 turns would help. For example you could then blink near to a door and get through it to the other side without taking hits. As it is now, you blink to near a door, move into the doorway, and then become visible in the doorway, and everyone just fires on you there :/

    It’s not enough time invisible to do anything, and the blink is too short range to get away without more invis

    • Rosenator@lemmy.world
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      11 months ago

      I’ve personally found that the 1 turn of invisibility works well with blinking in, as it guarantees at least one surprise attack (or two with a dagger weighted for speed, depending on turn time).