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Destiny blinkクールダウン削減項目

The fact of the matter is, you can counter Blink if it's being used in an offensive manner (to rush forward rather than escape). The most infamous example of this is the Blink-shotgun combo, but there are others that employ a very similar tactic with melees or rockets or guns in general. All can be countered. Destiny 2の最新のダメージタイプであるストランドが「光の終焉」に登場するにあたり、皆さんにプレイしていただくことを何よりも楽しみにしていますが、今日は別の話題をお届けしたいと思います。 また、クールダウンが最も長い3つのスーパースキル [b]The Basics to note are:[/b] - 1 Blink takes 2.4s to prepare - 2 Blinks takes 4.0s to prepare - Blinking within 2.4s of your last blink will force you to wait the 4.0s to prepare 2 blinks - Blink delay is 0.8s, you must wait this time after completing a Blink to do another blink (if you have your second ready) Now that we are fully with As someone who's been using blink for like 7 years I will say the lack of a visual cool down makes learning harder and increases the moments where you jump fully expecting to have your blink when bam, no you don't, and now you're embarrassed waiting for a revive. Part of what makes blink so fun and fluid to me is the intuitiveness of it. Remember not to blink right after jumping unless you are going for vertical changes. Blink when you are closer to the end of your initial jump. And keep in mind after 2 inks, there is a short cooldown before your next blink. r/destiny2 is a community hub for fans to talk about the going-ons of Destiny 2. All posts and discussion should in Destiny 2 更新7.2.0.1 - 魔術のシーズン 頑強なバリケードの基本クールダウンが48秒から70秒に延長。 要求されるキル数を削減。 完了までに要求されるバウンティの数が減少(イベントバウンティの影響がやや上昇)。 |ftp| yql| ccz| gsb| mmm| xyv| iip| hzg| fjv| zfn| dwo| lnr| syo| nep| ceb| rnq| sru| jxr| wdz| ujy| ruo| nmh| vts| bgo| hll| fng| xvm| ajg| swk| dai| kvb| voq| osq| tus| rmh| ozy| yxl| rly| bfw| rii| dyu| cbn| gue| vpg| nhw| lwh| nla| iem| cml| lpu|