0.5.0b Hotfix 12

I have been a flicker strike player for years in poe1 and poe2 and I am welcome with the fast fixed, 75% is still way very strong, thanks GGG for not cutting it to 50% tbh.
Still bugged and unable to click the book in runeseeker quest in act 3
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sirgog#5608 wrote:
Thank you for FINALLY having the guts to do mid-league emergency nerfs.

Without this fix, this could have been another 020, where there's one 'approved build' so much better than everything else that there's no build diversity at all.

Reserving judgement on whether 75% is the right number or not, but immortal builds have to go, otherwise every bot cheater can multibox 20 of them.


Absolute larp.
So much for the "no mid season nerfs". Starting to view this as a breach of contract issue.
How is Flicker even problematic?
you still die to slams or ground effect...
you are still in melee of bosses.

the build only works under very specific circumstances...
like you have to be a gemling legionaire with the Quality ascendancy.

this nerf feels very forced ... when we have Monkeys oneshotting bosses.
I don't even play flicker and find this annoying as hell.

It wasn't even invulnerable. Required a lot of investment, both time and resources. Regularly died to mobs. But I guess it was fun for people to play so it had to go. RIP those people who invested the time and effort into that build. Guess you gotta reroll a character, invest in new gear to shift builds, or get frustrated and quit. Can't be having fun, now.
My whole character is straight up bricked now.

I can try to pivot to falling thunder, however I've spent all of my early league currency on flickerstrike optimization and 6 links etc.

Only got to enjoy it for a few hours before work to come home to my stuff shot to hell.

This one was rough GGG.

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Tinindil#4475 wrote:
I rarely post feedback like this, but this change has genuinely left me questioning the direction GGG is taking with POE2.

The decision to cap chance to not consume charges at 75% feels incredibly unfair to players who invested heavily into making Flicker Strike work. This wasn't a free interaction, an early-game power spike, or some low-effort exploit. Reaching 100% required significant planning, optimisation, and a substantial currency investment.

What makes this particularly frustrating is that Flicker Strike players have seen this pattern repeatedly. Every time the skill becomes enjoyable and players find ways to overcome its inherent limitations, another nerf arrives. At some point it becomes difficult not to conclude that GGG simply does not want Flicker Strike to exist as a strong endgame build.

The explanation that players were becoming "effectively immune to damage" is also difficult to accept. Flicker Strike players are not immune to damage. We still die. We still need defenses, recovery, mitigation, and careful gearing. The skill's identity has always revolved around rapid movement and positioning. Being difficult for some enemies to track is not the same thing as being immune.

What is most disappointing is that this change targets one of the few truly aspirational endgame goals remaining for Flicker Strike players. POE has always been about investing time and currency into pushing a build beyond its normal limits. That chase is what keeps many players engaged.

Instead, players who spent hundreds of Divines pursuing a difficult endgame setup have effectively been told that the investment was a mistake because the mechanic has now been capped.

Balance changes are necessary. Bug fixes are necessary. But there should be a distinction between fixing something that is genuinely broken and removing a high-investment interaction that players spent weeks building towards.

As someone who moved completely from POE1 to POE2 and has supported the game throughout Early Access, this change has done more to damage my enthusiasm for the league than anything else so far. It feels like another example of build diversity being reduced rather than expanded.

Please reconsider this change, or at the very least reconsider the ongoing approach to Flicker Strike. Many of us are not asking for the skill to dominate the game. We are simply asking for a difficult, expensive, endgame build to be allowed to exist.


Why would you assume that 100% damage immunity is intended, no build should be 100% immune to damage and GGG are correct to fix this now.
"
"
Tinindil#4475 wrote:
I rarely post feedback like this, but this change has genuinely left me questioning the direction GGG is taking with POE2.

The decision to cap chance to not consume charges at 75% feels incredibly unfair to players who invested heavily into making Flicker Strike work. This wasn't a free interaction, an early-game power spike, or some low-effort exploit. Reaching 100% required significant planning, optimisation, and a substantial currency investment.

What makes this particularly frustrating is that Flicker Strike players have seen this pattern repeatedly. Every time the skill becomes enjoyable and players find ways to overcome its inherent limitations, another nerf arrives. At some point it becomes difficult not to conclude that GGG simply does not want Flicker Strike to exist as a strong endgame build.

The explanation that players were becoming "effectively immune to damage" is also difficult to accept. Flicker Strike players are not immune to damage. We still die. We still need defenses, recovery, mitigation, and careful gearing. The skill's identity has always revolved around rapid movement and positioning. Being difficult for some enemies to track is not the same thing as being immune.

What is most disappointing is that this change targets one of the few truly aspirational endgame goals remaining for Flicker Strike players. POE has always been about investing time and currency into pushing a build beyond its normal limits. That chase is what keeps many players engaged.

Instead, players who spent hundreds of Divines pursuing a difficult endgame setup have effectively been told that the investment was a mistake because the mechanic has now been capped.

Balance changes are necessary. Bug fixes are necessary. But there should be a distinction between fixing something that is genuinely broken and removing a high-investment interaction that players spent weeks building towards.

As someone who moved completely from POE1 to POE2 and has supported the game throughout Early Access, this change has done more to damage my enthusiasm for the league than anything else so far. It feels like another example of build diversity being reduced rather than expanded.

Please reconsider this change, or at the very least reconsider the ongoing approach to Flicker Strike. Many of us are not asking for the skill to dominate the game. We are simply asking for a difficult, expensive, endgame build to be allowed to exist.


Why would you assume that 100% damage immunity is intended, no build should be 100% immune to damage and GGG are correct to fix this now.


I dont know if this is a Larp or lack of experiance with the skill? You are not damage immune during the effect. This was a fake argument, and they have not changed how the skill works. They just nerfed the ability to maintain it.
"
"
Tinindil#4475 wrote:
I rarely post feedback like this, but this change has genuinely left me questioning the direction GGG is taking with POE2.

The decision to cap chance to not consume charges at 75% feels incredibly unfair to players who invested heavily into making Flicker Strike work. This wasn't a free interaction, an early-game power spike, or some low-effort exploit. Reaching 100% required significant planning, optimisation, and a substantial currency investment.

What makes this particularly frustrating is that Flicker Strike players have seen this pattern repeatedly. Every time the skill becomes enjoyable and players find ways to overcome its inherent limitations, another nerf arrives. At some point it becomes difficult not to conclude that GGG simply does not want Flicker Strike to exist as a strong endgame build.

The explanation that players were becoming "effectively immune to damage" is also difficult to accept. Flicker Strike players are not immune to damage. We still die. We still need defenses, recovery, mitigation, and careful gearing. The skill's identity has always revolved around rapid movement and positioning. Being difficult for some enemies to track is not the same thing as being immune.

What is most disappointing is that this change targets one of the few truly aspirational endgame goals remaining for Flicker Strike players. POE has always been about investing time and currency into pushing a build beyond its normal limits. That chase is what keeps many players engaged.

Instead, players who spent hundreds of Divines pursuing a difficult endgame setup have effectively been told that the investment was a mistake because the mechanic has now been capped.

Balance changes are necessary. Bug fixes are necessary. But there should be a distinction between fixing something that is genuinely broken and removing a high-investment interaction that players spent weeks building towards.

As someone who moved completely from POE1 to POE2 and has supported the game throughout Early Access, this change has done more to damage my enthusiasm for the league than anything else so far. It feels like another example of build diversity being reduced rather than expanded.

Please reconsider this change, or at the very least reconsider the ongoing approach to Flicker Strike. Many of us are not asking for the skill to dominate the game. We are simply asking for a difficult, expensive, endgame build to be allowed to exist.


Why would you assume that 100% damage immunity is intended, no build should be 100% immune to damage and GGG are correct to fix this now.

It's obvious you haven't played Flicker Strike. There's no way to be immune to damage in the current situation. This is just a completely fabricated announcement. Use YouTube to search for Flicker Strike videos of the current season; you'll see footage of people dying.

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