Flicker Strike

https://www.youtube.com/watch?v=zWMVMxM0crs

Here's my video with Flicker Strike supported with Melee Splash and Multistrike.

I am wearing Voll's and Terminus and running Blood Rage.
"
zekerferc wrote:
https://www.youtube.com/watch?v=zWMVMxM0crs

Here's my video with Flicker Strike supported with Melee Splash and Multistrike.

I am wearing Voll's and Terminus and running Blood Rage.

:O
i have marauder with 2h axecould it work good with flicker strike + multi strike?
of corse i used flicker strike and blood rage combo for a long time
and build is seted to it.
https://www.twitch.tv/sober667
Has anyone actually had success runnnig flicker strike/BR in level 70+ maps in parties of more than 3 people? Putting aside desync=death with flicker, holding even 5+ charges under these conditions appears tough to me.

P.
Hi, I had an idea for Flicker Strike.

I noticed that it is very jarring to use with fast attacks, and especially with Multistrike, and has issues with desync.

What if the skill was changed so that either:

a) When using the skill, the camera would remain locked in the starting position and would only recenter on the character when either:

1) a moment's delay after attacks end
2) the character tries to walk
3) the character winds up X distance from starting point (to avoid attacking off-screen)

or;

b) When using the skill the character always finishes the strike or series of strikes by returning to their starting position. This way the teleporting around would be more of a cosmetic animation, and the server wouldn't have to struggle to relocate the character's coordinates (it could pretend the character's never left the original spot). This might conflict with where the mob AI would aim though, and does affect the gem's utility for attacking while advancing.

Of course I can imagine either idea could be a lot of work to implement. I'd love to see what others think or hear from a developer. Thanks again for all the hard work!
Last edited by zerovgs#1355 on Apr 11, 2013, 8:13:48 PM
"
zerovgs wrote:
Hi, I had an idea for Flicker Strike.

I noticed that it is very jarring to use with fast attacks, and especially with Multistrike, and has issues with desync.

What if the skill was changed so that either:

a) When using the skill, the camera would remain locked in the starting position and would only recenter on the character when either:

1) a moment's delay after attacks end
2) the character tries to walk
3) the character winds up X distance from starting point (to avoid attacking off-screen)

or;

b) When using the skill the character always finishes the strike or series of strikes by returning to their starting position. This way the teleporting around would be more of a cosmetic animation, and the server wouldn't have to struggle to relocate the character's coordinates (it could pretend the character's never left the original spot). This might conflict with where the mob AI would aim though, and does affect the gem's utility for attacking while advancing.

Of course I can imagine either idea could be a lot of work to implement. I'd love to see what others think or hear from a developer. Thanks again for all the hard work!


Well... I think the A) has some good ideas to make the skill less confusing and epileptic to use, but the B) no, just no. A lot of people, including me on my last character, use Flicker Strike pretty much exclusively to reach key enemies (like a Necromancer, or a Unique mob) and then hit it with other attacks. With your B) suggestion, it would defeat that purpose and make the skill much less versatile in how you can use it.
Re-reading my posts, I got an idea. Not that it really needs a buff, but this skill could have an added attribute to it: "+ x% evasion rating". It would make perfect sense, and would make the skill more usable for Dexterity based characters!
Flickerstrike suggestion:

Remove the minimum cast distance when no enemy is selected, and have the skill cast regardless so long as there's an appropriate enemy to flicker onto nearby; so for example if you cast flicker strike on some far away location (without selecting a specific enemy), your character will do nothing, even if there's an available monster nearby to flicker onto - THIS IS A BIG PROBLEM.

It has been the cause of countless deaths where the place I am on the server and the place I am on my client are sufficiently out of range of each other (de-sync), that my flicker-storm stops dead - I scratch my head and wonder why, and bang - dead - re-sync and I'm in the middle of a gang-bang with my corpse.
"there is no spoone" - The Matricks
Last edited by Zeekin#4930 on Apr 16, 2013, 4:25:07 AM
Quality of life issue :

Can GGG make flicker strike not centre on the character if there's multiple hits, this problem is apparent as the screen jumps all over when chaining multiple targets. Repeat this 1000 times and a massive headache ensues.

Is there a way to make the screen less jumpy for those with fast aps hits. Perhaps only the 1st and last hit will centre on screen except the inbetweens? Maybe the closest but weak analogy is the D3 Monk seven-sided strike is what I refer to. Other than that i like the sonic hit effect of flicker srike! Need more of such skills effects!
"
mrpetrov wrote:
Has anyone actually had success runnnig flicker strike/BR in level 70+ maps in parties of more than 3 people? Putting aside desync=death with flicker, holding even 5+ charges under these conditions appears tough to me.

P.


sounds like youre doing better than i am.
i find it hard leveling even without monster hp increase.
basically i crush all mobs until desync hits or for some reason flicker stops or just stops hitting. ive tried to exit the game as soon as that happens but often ive already lost the xp without even having seen my hp drop lower than half.

it would make me feel better to know if this is a structural problem that ggg is nevertheless building upon or that this is actually possible to fix without redoing the whole game. i think i speak for many, as we'd like to know whether to invest in these builds or move on.

thanks in advance for feedback
Last edited by thenewapollo#6906 on May 5, 2013, 3:07:18 AM
I have a problem with Flicker strike and i'm not quite sure what is going on....i'm a lvl 76 Marauder and i'm using flicker strike with multistrike,additional accuracy,faster attacks,increased critical strikes and critical damage gems and when i'm using Flicker Strike and kill a mob,i get a frenzy charge and i can have up to 4....then when i expand 1 frenzy charge it comes a timer with this charge and with each enemy killed this frenzy charges timer re-new so with constantly killing mobs my timer should alway be at the beginning and i should have 4 frenzy charges max but the problem is,when i expand 1 or 2 or even 4,it happens when i attack a mob or a group of mobs,my frenzy charges just dissapear eventhough i had 4 or 2 before i attacked the mobs with the timer active.....????
Is this a bug or what is it???
inGame name is JudgeAssassin
Anybody know what is the problem?

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