Flicker Strike
Maybe freeze the screen (not following the char) in each skill activation after the first (without spend a frenzy charge) can solve..... or reduce the de-sync problem.
I mean that: every new hit of flicker strike by using frenzy charges or by the multistrike effect, the screen is frozen and only the enemies within that screen could be targets. What do you think? |
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" Freeze I mean to stop following the char. Maybe this "freeze/stop folow" screen effect until reach 50% of cooldown skill. :P |
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I started playing around with Flicker strike with the buff to physical damage and it was the most fun I ever had... The problem: I play HC and desync is rediculous with this ability because you end up in the middle of a pack of monster and completely stop attack and moving. You will always be left with 2 situations every time: You log out as soon as you see a big pack of monster or you hope to not desync and try to kill the big pack of monster(wich will lead you to your death).
Basically, the only problem flicker strike has to get to be viable at all is... a fix to desync. The only reason why this ability desync at all is that target selection is made client side before checking if the actual monster is in sync with the server wich will make your character attack it on your screen but on the server side it will just appear that you stopped moving and attacking where you were before attacking the monster that was out of sync. How to fix Flicker Srike ? Well Either you make a code that resync your character each time your character targets a monster and uses an attack against it or just make the target selection entirely server side. If none of those two option are never applied... Flicker Strike will never be viable at all. |
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" I came over to the forum specifically to post that. I've got a 64 shadow who is using FS+MS+whatever, and blood rage. Super fun except for desync. 75% of my deaths appear to happen when I'm desynced far enough away from the server that FS stops targeting anything, and I'm standing around getting hit server side. If target selection happened server side, I'd still be bouncing around, sure on a pack of mobs different from what my client is telling me, but at east I'm alive. Resyncing more often would be a fine solution too. FS characters are so used to their screen bouncing around, I'm not sure anyone would even notice the extra rubber-banding. |
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Playing my 65 Flicker strike duelist showed me how bad this games mechanics and its desync issues really are. I really feel that as long as GGG refuses to change their terrible server/client communication there is absolutely no hope for any kind of skill that requires you to stand next to your foes even if its just for a quick flicker.
Last edited by Crescende#6550 on Jun 15, 2013, 9:21:18 PM
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http://www.youtube.com/watch?v=PwCDUah8Lsw
I made a pretty successful shadow crit flicker striker. The skill is fairly good, except for the ridiculous desync (go to 3:36 for a great example, I could've easily died if there were more mobs). Honestly, I think that reducing the cooldown to 1.5 seconds would be great, since that would make it far less punishing when desync occurs and you lose all of your frenzy charges, since desync doesn't look like its gonna get fixed any time soon. |
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I have a currently lvl 72 Shadow Flicker build.
Here is gear and gems... Here is the passive tree... Health: 2200 DPS: 6500 8450 (w/ Frenzy charges) 18% Life leach (w/o warlords mark and w/ lets just say beast mode) 54% chance to block 77% all resistances -------------------------------------------------------------------------- Currently I run 72-75 Maps w/o any issue. The life leech is insane. I can tank most circumstances. I utilize whirling blades for positioning and few rare instances that I need a runaway option.Now to the topic of desync...I honestly do not run into much of it unless I am in a very large group and whirling blades is involved. Flicker Strike does not desync very often its very consistent for me. My Gear besides helm is not even close to end game. There is much room for my numbers above to get better. I love this build. Most fun out of all my characters and I have 5 above lvl 70. Please let me know what you guys think or any suggestions and I would love to answer any questions as well. Thanks guys! Last edited by Numb52#2813 on Jun 21, 2013, 1:30:00 AM
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@Numb52 you should divine your magnate to get it to 40% increased physical damage - they buffed it in the recent patch.
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" I know thank you for the heads up. I have been lazy about it and I only have one divine orb. I am thinking about looking into trying Meginords. I think with all the percentage passives it may work better. |
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I think you shouldn't use dual-wielding with Flicker. With one weapon Flicker hits as hard, and you can use shield to get more block, and a lot of other stats.
Also, i think it's wise to go CI/VP/GP with Flicker. You will have much more HP (ES), no need for life and chaos res on gear, and take no damage from Blood Rage. Sure, you'll have less armour, but you can just drink Granite potion, or go IR, if you are so concerned about it... As for flicker itself... I have mixed feelings. Flicker is definetely MOST powerful melee skill in the game. A few melee skills can match it's DPS, but no melee skill can match both DPS and mobility that Flicker provides. The downsides of such incredible power are some unpredictability, high mana consumption, necessity to constantly kill enemies yourself, and, of course, lags and desyncs. Flicker is an imbalanced skill. It is too powerful, but it causes too much lags and desyncs. Both sides should be fixed. IGN: MortalKombat
Molten Strike build guide: https://www.pathofexile.com/forum/view-thread/1346504 There is no knowledge That is not power |
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