Flicker Strike

I agree with these last two posts as well.

I think flicker strike is a great ability, my main problem with it is that it's all I need to use on my melee ranger. Diversifying usually just gets me into more trouble. I think a dmg nerf might solve these problems. When you first get flicker strike its a lot of fun to just spam it and rape everything but after 30 lvl's of it it gets painfully old.

I also agree that if a dmg nerf isn't the answer then the ammunition type cooldown is.


Not sure if this been posted.


There is a minor bug on this skill.


When you put into any zoom-in (other then the max Zoom-Out), when you cast the Flicker Strike skill, it causes the camera to max Zoom-out and then back to zoom-in again.

I dont think this is intended.










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I like idea with making charges for flicker. Currently its kill skill balance (1 lv flicker deals better dmg than lv 7 dual strike with linked added cold dmg). It kills balance making flicker the only choice. First i was for nerfing dmg, speed attack bonus and also for delay (1 attack for let say 1,5sec). But now making it with 3-4 charges like traps is better idea.
Flicker was fine with charges. The problem was that charges were not fine.

This skill is best implemented with some sort of 'build up' and 'execute' semantic.

Charges as they are currently implemented don't seem to be able to support that. In that light, charges need to be retooled in order to support skills that require charging up to execute a more powerful finisher.

Additionally, the finisher must be more useful than keeping the charges... which was another problem of the previous implementation of the charges.

Charges should NOT be an important thing unto themselves... charges should exist to give a limitation to the important part of the game... big skill with big flashy finishers.
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I never expect or even ask for balance in pvp, so met phrase it this way... flicker is going to be hard as hell to be made both useful and not overpowered.

I dont mind flicker being one of the most important and strong pvp skill ofoourse it should be but if you just change it to a trap style charge mechanic your still leaving room for INSANE burst damge for 4 flickers off the bat in pvp.

Thats why Im thinking massively nerf the damage and leave it somewhat spammable would be best, but its hard to know for sure since you guys pretty much dont let us beta players test pvp very often at all.

Just off the top of my head have u guys considered making flicker strike a STATIC/scaling attack? That classes like the shadow could use it (which I truely believe it should be intended that they do) and not be so massively gimped by using it with 2 one handers compared to a duelist with a two hander.

Im for making it more of utility skill then outright killing tool. Just something to hurt the target a bit and get u in range to use a dual strike.
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starsg wrote:


Not sure if this been posted.


There is a minor bug on this skill.


When you put into any zoom-in (other then the max Zoom-Out), when you cast the Flicker Strike skill, it causes the camera to max Zoom-out and then back to zoom-in again.

I dont think this is intended.


This is known. :) I play zoomed-in as my melee shadow almost all the time, so imagine my flip-out surprise when THAT happened.

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zeto wrote:
Flicker was fine with charges. The problem was that charges were not fine.


I take it by this you mean Frenzy/Power/Endurance charges rather than the trap 'ammunition' style charge? I'm not hot on the idea of needing a second skill to make Flicker Strike work. I totally agree that build-up-->unleash should be the design philosophy behind Flicker Strike. It's clearly meant to be some sort of desperate or super move by its description. I have no doubt that the 'real' Flicker Strike in the full/open game will be quite different to what we can play today.

As long as GGG somehow allows the ability to execute four potentially lethal strikes in rapid succession -- I care not about what comes before or after, really -- then the skill as it is written will be done justice.
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when youre out if reach it donest atttack when it close in
I thought of a new way to "fix" FS.


What do you think of this: The damage dealt by Flicker Strike is proportional to distance travelled.

So, a point-blank FS should be doing roughly half of what it does now, while a full range one roughly 120% to the current numbers.

This way while not losing much steam becomes more situational and less usable as as a sustained attack, specially in PvP and against small, tight groups.
Simpler one still: raise the level req. It's not given as a reward until mid act 2, and yet it's a level 10 gem, making it completely twinkable.

Also, iterating how much I dislike this speed-based skill being usable by 2 handed weapons. Massive, massive dislike.
If I like a game, it'll either be amazing later or awful forever. There's no in-between.

I am Path of Exile's biggest whale. Period.
"
CharanJaydemyr wrote:
Simpler one still: raise the level req. It's not given as a reward until mid act 2, and yet it's a level 10 gem, making it completely twinkable.

Also, iterating how much I dislike this speed-based skill being usable by 2 handed weapons. Massive, massive dislike.



And a party of full FS players can take down anything in its path. The mobs just dont have time to react. Even the toughest rare with ES + life regen/leech dont stand a chance.

There should be a delay in the instant attack. I would suggest to convert attack speed to cast speed.
Or converting to reduced attack speed on thecurrent mod, only slowly increased as you levelled.

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