Flicker Strike
Tbh this skill is pretty UP now. There is almost no reason to use it over Whirling Blades in either terms of mobility or damage. Instead of adding a cooldown they should have massively reduced the DPS or the attack speed functionality it had.
In its current state it's laughable at best. |
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idd.
it was my main attack as tank shadow with CI. I built my tree around speed so i can spam flicker really fast which added additional survivability. Now, as they moved those 3 elemental dmg nodes way down, and overall reduced ele dmg (i think it was a good choice ) i lost 1k dps on flicker. Added new cd on it, i can't even kill guys on Ruthless with 2 hits with flicker,not to mention bosses. So, my build is completely ruined as i can use flicker maximum of 4 times atm, and with his low dmg but high attack speed - just shy over a second to expend all my frenzy charges which leaves me autoattacking boss other 90%ish percent of the fight So, instead of having flicker which worked with both fast and slow weps, now only slow weps have viable skill, while other ones cant even kill trash with it Last edited by n0z0mu#3392 on Jul 27, 2012, 5:39:03 AM
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suggestion for flickerstrike:
have a separate counter for the skill, a character can have a maximum number of how much counter he/she can have and the number of maximum is determined by skill gem level for example: lv 1 flickerstrike gem will have maximum number of 2, lv 20 flickerstrike gem will have maximum number of 7 maximum number can be increased by unique item using each flickerstrike consumes 1 flickerstrike counter, the counter increases slowly over time.(by slowly i mean more slower then then current cooldown, the time it take for gaining a counter can be adjusted by something like maybe cast time up to a cap) frenzy charges plays into this only when flickerstrike have no more charges left, then the charges would be used as a substitute for flickerstrike counters this way player have to decide to use flickerstrike as the situation fit and it can be seen as a good attack on a massive cooldown(cause the speed where u gain back flicker counter is slow), or a utility where u have limited counter to get to places and sacrifice the damage potential. skilled player would learn to use their flickerstrike wisely, using a part of the counter as damage and saving a bit of counter for escape. and if they do run out and in need of flicking out, they would need to generate frenzy charges. This would also eliminate using the skill as main dps because gaining the counter is slow enough that it is more punishing then the current cooldown system. main idea is that this would lessen balance issues while still make user feel satisfying using the skill. right now the skill feel a bit punishing to use, the change suggested makes the skill feels satisfying to use, yet punishing for those who intend to spam it without proper build(proper build means if someone is obsessed with flickerstrike, they can go up all the way to get a lot of cast time which is not really helpful to most characters but in the end they can get some decent flickerstrike result.and by going for cast speed they will sacrfice alot of other things, like damage and defense. ) |
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" What skill design has to do with cooldown? "Flicker strike" was a "iWin" button. And the nerf came just about right. What I have suggested so far:
http://tinyurl.com/bwas8ss http://tinyurl.com/d6zmjfk http://tinyurl.com/cpcvb3j http://tinyurl.com/d6zmjfk http://tinyurl.com/d7l766l http://tinyurl.com/cho7syo http://tinyurl.com/cnywxdx http://tinyurl.com/crynzfh |
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Forget about the cooldown. My biggest issue when using this skill is the clunkiness in terms of targeting and actual execution of the skill.
The problem I'm facing is that when I'm about to attack an enemy and I put my cursor over the enemy and it targets it with a red outline. I press the w key (currently binded to) and it doesn't activate until maybe the second or third time I pressed "w" or sometimes not even at all and then the enemy is all up in my face. Before you say this is an issue with aiming, or not enough mana, or I didn't wait for the cooldown to finish, it's not. I've tried this on very slow moving enemies on first attack and I still get the same issue when I've targeted an enemy and the skill won't activate until maybe the second or third time I'm pressing "w". Unless it's a matter of accuracy, but then I should at least teleport and miss but not teleport at all, which is what I'm seeing. I've also seen myself teleport but not do any damage, which makes more sense as my accuracy is still low atm as a lvl 15 character. I'm not saying that it's like this all the time, but it happens often enough to seriously annoy me. Devs, please fix this issue. For Ranger build tips, tactics, and critiques, visit this thread: http://www.pathofexile.com/forum/view-thread/69224 Last edited by Islidox#7754 on Aug 1, 2012, 12:08:06 PM
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Found a bug - when using blood rage to get infinite flicker strike (1 shooting mobs) with dual wield duelist I find that they graphically disappear after doing a large chain (10+) of hits. However they are stated in the status top left corner of a screen and the effect is present. But there are no more green orbs rotating around the character. Plain killing with cleave or whateever gets these orbs back.
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The tool tip appears to have a text error.
"Cooldown can [by] bypassed by expending a frenzy charge." Cooldown can (be) bypassed by expending a frenzy charge. Just posting this to note it for any type of Copy Edit Scrubbing in the future. *silly me correcting typos with more typos. Last edited by Specho#0243 on Aug 3, 2012, 5:43:19 AM
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I know this skill was op before, but I hate that you guys had to resort to cooldowns to solve the problem. Really can't stand cooldowns in general. Just one of those things where if I have specced attack speed or cast speed, I expect my character to attack or cast faster. Now to use flicker effectively, you are really locked into one path.
Also, does Kaitryn not have a cooldown on his flicker strike? |
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" It is correct; expending means you have to pay a Frenzy charge. Expanding means you need to make a Frenzy charge bigger. |
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" he was pointing out the typo... |
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