Flicker Strike

best league for flicker progression. rar mob = die


please write on the stones - not suitable for playing. Or ask Chris to play and kill maven on ssf. The whole problem of the game is the progression of builds. It's even scary to think how they flicker on the hardcore... Well, also if you have skills that can only clear maps without bosses - also indicate this. Why are you torturing the players? I basically don’t want to play with those builds that are in the top. Give variety.
Please make flicker strike hit with both weapons, it makes no sense that the best option for the fastest skill in the game are 2 handed weapons.
This is a real problem that needs attention imo.

Flicker Strike boss targeting makes some content literally unplayable.

The Shaper beam is kind of OK since you can just wait it out but for other builds, it's a DPS window.

The Maven is LITERALLY impossible to do since flicker always runs into the Nucleus' beams.

It's very off-putting that the skill just innately renders you unable to do some content just because of its auto-targeting nature.

A possible fix could be to make it so that when you attack a unique enemy, you keep striking from same position you came in from. Meaning that if you attacked the boss from its back, you stay at their back.
Could the Weapon restriction be redone to allow for Unarmed?

Would love to use this with Facebreaker gloves and make Unarmed Melee viable!

Players could also get their DragonBallZ vibe going.
removing alt qual gem from flickerstrike that increased its teleport range killed the skill. Teleport range was the only reason why the skill felt good. Now without teleport range its a terrible skill that serves no purpose. And even with teleport range projectile skills and caster skills where probably better but at least teleport range gave me little hope that it is somewhat competitive in clearing maps. If there is no teleport range u better off playing a targeted strike skill like boneshatter(witch has aoe and traumpa built into it) since u have to literally be next to the pack to start teleporting onto. There is no smooth transistion between packs since without teleport range u got to leap onto the next pack anyway losing its benefits of being a skill that teleports onto enemies.
Last edited by naveslaiks#6853 on Mar 12, 2024, 9:20:05 AM
Flicker strike (and flicker strike of power) seems to follow a 1-2-1-2 attack pattern where the first hit has a much longer attack time than the second hit. This makes triggering skills on hit/crit with flicker strike very difficult if your nominal attack time is close to the cooldown of the skill you are trying to trigger.

Example:
Triggered skill cooldown: 0.33 s
Flicker strike (nominal) attack time: 0.4 s

You use flicker strike. The first hit triggers the triggered skill, which goes on cooldown. The second hit of flicker strike, which you would expect to come out after 0.4 s, instead comes out in less than 0.33 s, so the triggered skill is still on cooldown and does not proc. The third hit of flicker strike comes out slower than 0.4 s, giving a nominal attack time that when averaged between the first and second hit = 0.4 s. On this third flicker strike hit the triggered skill procs as it has been 0.8 s since the first hit. Unfortunately, your trigger rate is half of what you'd expect.

I am requesting a normalization of the attack time between the first and second hits of flicker strike (of power). Thank you for the consideration.
Let me use flicker strike while unarmed!

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