Shadowsteps and Bubble/Static Field
it’s due to way blinks are coded in this game. when you blink, you are actually just running super fast, and not actually teleporting. this is why you can only blink to terrain that you can walk to.
being able to blink to platforms above you is a bug.
Why don’t I get speed buffs from ally fields when I teleport over them then??
It will be fun if all those teleports will be projectile based and you can reflect them:-P
Tekkit’s Workshop
it’s due to way blinks are coded in this game. when you blink, you are actually just running super fast, and not actually teleporting
Why don’t I get speed buffs from ally fields when I teleport over them then??
Actually, that’s my question. If the coding for teleports allows us to take negative effects, why can’t we also get the positive ones?
By Ogden’s hammer, what savings!
because blinks aren’t a blast finisher.
because blinks aren’t a blast finisher.
You don’t need a blast finisher to get the benefits from Symbol of Swiftness.
By Ogden’s hammer, what savings!
Symbols pulse once a second, and even at normal running speeds it’s possible to run through them between pulses and “miss” the swiftness boon.
Wards behave differently.
But I agree, ideally blinks shouldn’t be affected by them. I can imagine it would open up a whole world of terrain exploits to fix it though.
Symbols pulse once a second, and even at normal running speeds it’s possible to run through them between pulses and “miss” the swiftness boon.
Wards behave differently.
But I agree, ideally blinks shouldn’t be affected by them. I can imagine it would open up a whole world of terrain exploits to fix it though.
Temporal curtain has no pulsing effect though, it should just help whoever passes through it. Yet I don’t believe it’ll provide its benefit to a blinker (though I haven’t explicitly tested this).
Even still, it would be nice to see this changed. There’s other blink related issues to, such as trying to teleport across certain surfaces. For instance, the breakable platforms in skyhammer often function like some sort of invisible wall, causing blinks to not cross them, but simply stop them at the edge of the platform.
why
The exactly same thing is with shadow refuge.
1. Check if player is within radius. If true, give effect <stealth>.
2. Check if player was previously within radius, and now is outside of radius. If true, give effect <revealed>.
If revealed was given after crossing radius line, you could shadowstep out of it after 1 sec and keep stealth, or even simply jump over the line if you dropped SR on an uneven terrain.
It seems to be simpler and more safe than checking ,,passing" condition. Yet, still needs fixing.