Flicker Strike
Ideas:
Consumes a frenzy charge if one is present, increasing the damage for that hit. If no frenzy charges, skill does considerably less damage. -or- Flicker striking exposes weak spots in armour/evasion during use. Character is considerably more vulnerable to damage while using the skill. P̯̹̙̥̉̏ͦͯA̠̝̰̣̯͕͚̲̭͈̥̠͑̓̿ͦ̾ͯ̍ͅͅȚ̜̦͕̞̞̠̮͎͔͙͔̺̺͉̟̿̿̏ͬ͛͋̍ͮ̌̚H̹͕͚̟͍̘̤̱̻̬͓̬̮̫̦͖̳̹ͮͨ̒̉ͮ̿̈ͪ̇̿͆ͭ̃ͭ̃ͭ̚ ̲̫̞̤͓̳͑ͬ̾͌ͯ͐͂̿͗ͨ͋͑̍͐͗̾̄O͕̮̻͔̳̠͉͖̳͖͈̻͇͈̣̙̪͈ͨ͐̒̽ͣ̋ͅF̣͎̞̞̯̝ͦ͌̆ͥ̈͐̾ͣ̔ͮ̐̀̏ͪ̚ ̟̩͙̙̩̮̻̼ͬ͑ͥͦ͗̿E̼̭̩̜͕̱̤̭̞͖̳͍̝̤̼͓̗ͩͫ̌ͬ̊̋̄͑͗̽X͕̰̪̱̲̩̙̦͓͓̯̠̤̝̝̯̣̥̀̋̌̍̚Ȉ̖̟͔̩̝̊̿ͪͅL̺͓̻̰̀͋̅ͮͧE͔̼͚͕̮̻̟̩̪̖̫̪̦͙̎̑͆̏ͨͅ Last edited by lukeiy#6623 on Jun 20, 2012, 2:03:59 AM
|
![]() |
" For each frenzy charge consumed, additional attack is performed with increased damage and attack speed. If target was random, each strike will hit random target as well. If there was specific target, each strike will hit that target Would be cool to see this working as a powerfull unleash skill, not just spamable attack. |
![]() |
I think flicker strike would work much better and be easier to balance vs. other melee skills, if it functioned like Master Yi's Alpha Strike in LoL or D3's Monk Seven Sided strike
The benefits to this change are as follows: 1. Scalable by level/patches number of attacks per mob, per cycle of skill. 2. No epileptic seizure inducing blinking with high AS. 3. Scalable by level/patches travel radius limit from the initiation point of the skill. 4. Channelable ability: holding right click down could cause the skill to recycle until no targets within its attack radius or you run out of mana. 5. It would be a lot less random and look a lot more polished this way then it currently does now. It could still retain much of its current functionality (and be safer because you wouldn't be randomly traveling all over the place) with this revamp if it was made into a channeling type spell. And save my brain from headaches. Last edited by yuipo1#4297 on Jun 22, 2012, 1:39:50 PM
|
![]() |
This skill causes a lot of desynchs and rubberbanding for me.
|
![]() |
same I rubberband like crazy with this move, thats why I am not going to use it until its fixed
|
![]() |
" The skill used to be like that : consuming all frenzy charges and doing one jump per frenzy charge conusmed. It was really bad. This skill isn't harder to balance, it's just ridiculously overpowered and GGG doesn't seem to see it, despite this being completely obvious. The only thing that counter-balance it's OPness is its ability to cause desync all the time, leading occasionally to random deaths. But I don't think it's reasonable to balance a skill depending on the bugs that it causes... Build of the week #2 : http://tinyurl.com/ce75gf4
| |
are they going to patch the fact that it rubberbands like crazy?
|
![]() |
I'm only getting bounce backs when warping to a mob that is next to unwalkable terrain, with my character possibly trying to warp to restricted terrain (i.e. inside a wall).
When no valid location can be found, he's bouncing back to where I was when using FS. That's what I think is going on there. He's still connecting a hit though! If there's a delay in atk speed due to this, I can't tell. If you're leaving PoE, chances are I'll rezz you as my minion! MWHAHAHAH
| |
I think this skill should work as frenzy charge consuming finishing move.
Here is my suggestion on how to make charge powered skills usefull. The problem with skills that consume charges was efficiency. Passive bonuses from charges are better than additional effect from skill that consumes charges. The way it should work (IMHO) When you use ability that consumes charges you get bonus based on numer of charges you had at a time of activating the skill. Only 1 charge is consumed in process. That rewards players who ivested in +1 mac charges. You dont sacrafice all passive bonuses from charges for often meaningless additional skill effect. Charge bounses to skills dont have to be OP to be worth using -> noncharges skill will not be completely useless. You could pull nice combos! Lets say we have old flicker strike. With 0 charges it ports you to mob and you attack him once. For each frenzy charge you have, you gain attack speed/dmg bonus and port once more. One charge is used on activation. With 3 charges you will port 4 times, with nice bonuses. After skill effect you will still have 2 charges to use. You can: A. Flicker again hitting 3 times with 2x bonus B. Get charges back to full. Same thing with Immortal call and discharge. This change may require lowering skill bonuses from charges. I think this change will not require huge changes to game code/mechanics.
Spoiler
Just change the part of a code from
current_charges = 0; to current_charges - 1; (I know it is not that simple :P) I think it is a good way to fix charges. Last edited by erenhardt#4431 on Jul 6, 2012, 6:16:44 AM
|
![]() |
I find the skill range to be lacking.
I currently use the skill as a gab-closer on my dual-wielding dagger Shadow. Being the glass-cannon that he is, it is extremly annoying to see monsters on the screen slowly take out their bow, take aim and shoot me in the face while I'm madly mashing the Flicker Strike key. Only to have my character walk halfway over to the monster before teleporting. Also, the occasional sudden onslaught of damage probably caused by desyncing, the same as Whirling Blades does. IGN Iiyoru (Ambush League)
|
![]() |