Flicker Strike
" Pretty much the same as my post and over a year old with no response or anything. |
![]() |
" This is an intentional downside of Multistrike: not gonna change. :) (I just comment on mechanics, hence the very specific response) |
![]() |
Just change flicker into a support gem already, much better.
Can be used with all the basic melee, heavy strike, infernal blow, dom blow, viper, puncture, static strike etc. so much cooler. "Players can now smack around players who are having trouble very early on."
-Bex |
![]() |
So this has actually been something I noticed both on my Oro flicker last league, and my Oni flicker character this league: Flicker Strike costs too damn much mana for how fast it attacks. There aren't enough reasonable "mana gain on hit" sources to allow you to use it to it's full potential. There's no "vaal pact" keystone to make mana leech much quicker, only a few small ones which would require an absurd investment for such an ability. Worse, Flicker basically costs double in a 6-L what any other melee strike does.
Possible solutions: -Reduce base mana cost of flicker to bring it more in line with other melee strikes -Make flicker cost no mana or reduced mana if a frenzy charge is consumed to bypass the cooldown -Add a new 1-point keystone to make mana leech much faster and/or instant similar to vaal pact -Add a new 1-point keystone that allows mana leech to continue even after you cap on mana (similar to slayer ascendency for life leech) -Buff smaller passives like Essence Sap to award much more mana on hit than they currently do (say, +10 instead of +2) -Add a new jewel to help combat this, potentially specifically for flicker (ie "flicker strike uses blood magic", without forcing us to use a precious gem slot in a 6-L) Flicker suddenly stopping out of no where is almost always due to mana and it just feels bad. It could really be just a fantastic ability, but as it is right now it's often more frustrating than not when you randomly stop casting flicker and just fall over and die. | |
For the love of god fix the desync. Unplayable without lockstep, even worse with a connection that isn't always great.
And please for the love of god, again, make flicker strike flicker in the direction of the mouse. So many times have I tried to move away from a mob, especially in a breach, only for my character to flicker back, the other direction, when there are clearly more mobs in the direction I want to go. Please these address these issues. It would make flicker more enjoyable. | |
I found method to fairly reliably desync character with flicker on lockstep.
I forgot about it since i quit the character at fairly low lvl last time (71 i think) and remade slightly differently this league. I was playing kitava's thirst flicker strike, no multistrike (allows to focus one target very reliably!) since mana cost occurs nearly (?) instantly, it is possible for a spell to kill the target of my flicker before the attack happens. Sometimes my character just stands still, sometimes it will flicker to the dead target (but in reality my position doesn't change.) When i then leap slam or do actions after, i will 'classic desync teleport back to' and leap slam/move from my old position. |
![]() |
suggestion, how about keeping the camera fixed for flicker strike while you have the button pressed, so you can see your char teleporting between monsters without inducing a seizure, and once you let the button go, the camera moves, only then, to his new position ?
maybe a fixed range could be needed so the char doesnt move out of the camera view ? or if that is too big of a nerf for the skill, then make it so that the camera moves slowly/smoothly to the average position between a set amount of jumps, that way it would slowly follow the char but without jumping like crazy on every single teleport ? same concept could be applied to body swap | |
hi guys, i am trying to learn how to use flicker strike.
i saw that many posters said that they just right click the mouse repeatedly and it will kill all the enemies on screen automatically. however i use flicker strike and after that i can't use it again because it has a cool down of a few seconds. how do all the posters just hold down the mouse repeatedly with flicker strike and not having to deal with the cool down? 34pre98qua
|
![]() |
You need something to generate frenzy charges, spending a frenzy charge allows you to bypass the cooldown.
Most reliable is frenzy charge on hit, such as from igniting with oro's, or critting with terminus est, or getting frenzy charges from raider ascendency, or causing self bleed and using the uul netol boots. Otherwise frenzy charges on kill from something such as blood rage and/or ice bite and various other items can also help if you can kill enough monsters per activation. Usually multistrike helps with the frenzy charges as the attack repeats twice per activation so your damage:frenzy charge ratio spent is better |
![]() |
As a 2-year player addicted to flicker strike (FS for short), I wanna say I love this skill. I also developed and shared a few FS-based BDs and playvideos based on my own understanding of this game, which helped countless online friends enjoy its coolness.
Unfortunately, however, FS as an unpopular skill has long been ignored by the developer who has neither enhanced nor nerfed it.The most annoying problem I wanna talk about with this skill is its auto locking leading to lousy gaming experience. For example, in the Core map (T13), I need to attack Piety while Malachai stays invincible, but FS would automatically lock and hit Malachai instead of Piety even if I point the mouse pointer to the latter. The same embarrassing phenomenon also happens to the ultimate boss of T18. I can easily defeat T17 as a professional player and believe T18 is also a piece of cake thanks to the considerable damage and resistances I have reached, but the ugly result is I failed to defeat it due to the same auto locking mechanism of that skill. I, therefore, strongly advise the developer to remove this stupid design unless you would like to see the thorough abandonment of this eye-stinging and screen-shaking skill by the entire player community. Last but not least, an eye-friendlier optimization to the screen shaking brought by the skill would also be welcome. As for the optimization of screen sway, I suggest that the target distance is less than the starting point of the start, such as half screen, which delays tracking its own view. How long this delay may require debugging can be done without moving the screen (in order to stabilize the screen when fighting with BOSS). It can be a strike for every 3 strikes (because of Multistrike). As a flash player who has been in charge for 2 years, I think this optimization is excellent. |
![]() |