Chops Flicker Ranger ... DPS Project.

I have two thoughts on how to improve FS without breaking it's current feeling.

FS starts dealing higher damage, but every consecutive cast in a short timeframe reduces it's damage, stacking to some cap. You would have to not cast FS for a small amount of time to remove this "debuff" and FS would deal the original damage, again scaling down when used quickly. Higher levels reduce the duration required to reset the damage.
or
FS hits a certain number of targets randomly, but always ending on the one you cast it on. It then goes on a short cooldown. Higher levels of FS would hit more targets (maybe lower the cooldown?).


I feel both of these would keep the feeling of the blinking assassin skill, but would also prevent the skill from just being "Press and hold to win". A slightly more strategic approach would be required to make the best use of the skill.
Chopatron can u post your skilltree pls?
IGN: HansWerner
"
__Z__ wrote:

I also understand that this skill is very difficult to precisly balance( especialy in pvp of course)
!


Personally, I don't understand why it's so difficult to balance. This skill is already too good of a mobility skill, so it should be used primarily as such. What's fun with flicker strike is to jump from ennemies to ennemies voluntarily, to cover the distance between them faster, brainless spamming to jump randomly and look at ennemies dying isn't fun in my opinion, that's why this skill shouldn't be able to have such dps. The solution is pretty simple, nerf the damage to the point it's still useful for distance covering while dealing decent engagement damage, but useless for spamming because there would be better skills to use in combination with FS. An other way to prevent spamming FS would be to increase manacost...
Build of the week #2 : http://tinyurl.com/ce75gf4
Last edited by zriL on Mar 17, 2012, 7:47:17 AM
bump
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why
Nooo, must keep down the nostalgia before I explode!

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