0.5.0b Hotfix 12

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Cant wait to see what build they brick next. Can we get a list of ones caught your eye with people having too much fun so we dont waste our time with a 20 hour campaign leveling it?


why are u leveling through the campaign with an untested build? just be normal and do a proven league starter and respec when its viable.....
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.
Good, much needed changes!
Last edited by Haziza#1519 on Jun 3, 2026, 3:29:37 AM
You're not immune to damage while using Flicker Strike, and you need a lot of investment to reach the 100%.

There are so many builds that can clear entire screens or delete bosses with a single button press, but apparently Flicker Strike is considered too powerful.

I was really hyped to play this build and leveled a new character for it, but now i guess I'll have to look for another build.

I don't understand how these nerfs are decided. You need a huge investment into both offense and defense, as well as 100% chance to not consume Power Charges, before the build even starts to feel good. It's not like you pick your ascendancy and suddenly start clearing everything while being immortal.

Isn't that the whole point of an endgame build with a lot of investment? To become very strong and die only rarely?

Return of the Deadlock- Our Buggest update yet!






As someone who played Flicker Strike at 108% pre‑nerf, I’d genuinely like to know when I was ever “invulnerable.” I died constantly, even with heavy investment into defenses. Ground effects, melee hits, and random projectiles could and WOULD still one‑shot me.

After this recent change, the cap to charge retention didn’t magically make it where I started taking damage(because I always did). It just became worse. Now I’m flickering straight into a pack of enemies and randomly getting stuck in the center of said pack, where I'm unable to move, attack, or do anything to survive.

I don’t understand how a skill that always allows incoming damage, even while it’s bouncing around the map, can be considered invulnerable. The logic behind this change simply doesn’t add up. I sometimes wonder if a developer is making these changes based on actual gameplay or if someone watched a 3-second YouTube short and said "no" and this is one where I think a change was unwarranted.



Last edited by Toastie#8770 on Jun 3, 2026, 4:05:40 AM
Game server lost contact with the realm.
Lost a higher tier map. Didn't get completion. Map is now failed with no more corruption on it. Lost tablet charges too.
This feels rough man.
I keep losing maps to "Game server lost contact with the realm. I can't make progress. All consumables should be refunded and map not set to failed. Why does this have to be a net loss for players.
I have to stop playing now until you fix this so i can progress with the game.
FIX DORYANI PASSIVE FOR IRRADIATED MAPS PLEASE.
So you made flicker totally useless skill for poe2, then ppl cooked and made it work so now u just killed it.

But having mini bosses as pets to 1 hit things is totally fine i guess.

Instead of fuking around with skills fix the game cuz the performance the lag the fps drops is just garbage.

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