Blink in its current state is not a jump. It is a teleport. What is broken about it right now is it is too hard for someone fighting a blink user to predict what angle the blinker will blink. The solution is to make blink like the hunters double jump. Shoot them straight up and have them only move forward, back or side to side based on their current momentum. This would make the jump more predictable and remove the ability to close a substantial gap instantaneously.
Another mechanic to explore is blink charging. Blink works the same way with working the angle. But if you tap the jump button the second time you go maybe a third of the distance. If you want to travel maximum distance when you hit jump the second time it puts you into a blink charge animation and you have to charge for maybe a second or a half a second or whatever in order to achieve full blink distance.
This would reduce blink as being as panic escape move, reduce blink shotgun rushing. But still make it a capable jump for blinking past AOE grenades and surprising enemies camping the high ground.
Just some suggestions. I hope this gets to you sage. Good luck in the sandbox.
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