Flicker Strike
I'm not even in the beta, but in my opinion it's better off with a damage nerf than tied to frenzy charges.
As it is now, it is an amazing skill for mobility and chasing down annoying mobs for non-ranged heroes. It doesn't need to also be an amazing single target damage skill. Whereas if it becomes tied to frenzy charges, you force everyone who might want to use it(basically anyone who's not ranged) to also use frenzy charges. For a game that promotes customizability of builds it seems like a poor fit. Another possibility would be to greatly scale up the mana cost, or add a cooldown so that it's not something that can be spammed. Last edited by hysteresis on Apr 12, 2012, 1:01:33 PM
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" Agree partially. Options discused: 1. The nerf of the skill. So it would stay the same it is. 2. Making it diferent mechanics [cooldowns or other things] 3. Aditional to normal use it could consume frenzy or have benefits from frenzy: a) After normal use next uses needs cooldown or frenzy charges b) You can use it more times per frenzy charge. c) It could be stronger per frenzy charge. |
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" I can see the argument to keep if free of a frenzy requirement. If that's the choice I think the damage would have to be reduced dramatically. I mean really nerf the damage. Otherwise it could still be used for a mindless hold the right mouse button build with decent success. If the damage were really low then it would be used for the utility portion of the skill (teleport to archer) which is still very much worth a hotkey. I don't think there is a cooldown feature in the game code, and I honestly hope they don't use that mechanic. As for signigicant mana cost, I think that would be ineffective. There are a lot of ways to spec for mana regen, mana leech, and lower the cost of skills etc. Blood Magic builds wouldn't have an issue with decent life leech either. So there would still be a ton of builds that could use Flicker Strike as a one-hit wonder, the all-in-one skill package. I'm curious to see how this skill plays out in PvP. Anyways, there are still ways to tie it to Frenzy without making it a requirement to use the skill. I think they could make it a fun and powerful, albeit limited, skill if it did minimal damage but added damage per frenzy charge or discharged frenzy charges and added a bonus for the charges used this way. It would be a great finishing move or a way to destroy a ranged/fleeing monster quickly without being completely over powered all around. |
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" Again, since I'm not in the beta I speak from a position of limited experience, but I think the tie to frenzy without an actual requirement to have frenzy charges would be a great idea. There are tons of single target damage multiplying and increasing skills in the game with double/dual strike, elemental hit etc. But as far as I'm aware, flicker strike is the only true teleport in the entire game. So even if there was no damage bonus, eg if you just teleported to them and hit them for normal attack damage, it is still an incredibly useful and interesting skill for just about any non ranged character. The choice to then magnify it's power if you do happen to have frenzy charges is then a good compromise to allow an extra level of depth to the skill, without denying it's use outside of being a dps engine to other people who just want it's utility. |
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Have you guys even tried this skill?
This game requires you to kill massive groups of enemies most of the time. A lot of them will kill you very fast. I haven't seen one flicker strike build yet that can survive in Chaos and do enough damage to effectively kill off a group. The problem is you do single target damage. Even by attacking a specified enemy instead of flickering around you flicker behind him and in range of other enemies. I played a flicker striker a few patches ago when everything was easier. While it is fun so kill off single enemies you still can't compare it to any skill that attacks multiple enemies at once(all ranged skills because of multiproj). This skill does not need a damage nerf in any way. To make this useful i propose an area effect at the target area that does 1ß-20% of you damage added. | |
I have switched my Duelist over to use this skill as his primary single target attack since it is way better than Heavy Strike. Now that he is in Merciless I can see that this skill isn't as overpowered as I thought in terms of damage. Maybe it's just the initial progression of the skill because of the really high base damage increase. The more I use the skill the more I like it and don't want to see it changed. That makes me wonder how well balanced it is. I don't have several lvl 50 characters to compare each single target damage skill at high levels. I know this one is really good though.
Some of my initial complaint about the damage is that when I got Flicker Strike it was leaps and bounds better than my other single target attacks. This was on a Ranger in the teens and when I got it for my Duelist in the 30s. The skill at level one hits harder than the other skills I had at higher skill levels. I don't want to see the damage nerfed at high level as I'm using it now, but the progression and comparison to the other skills doesn't seem even from my experience. |
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" Absolutely agree from my use of this skill. When I first found out about it I planned to use it as a utility skill for taking out ranged enemies but had no idea how much damage it would do! Also the constant rapid changes in screen position are so disorienting. I would even go so far as to say that this skill would be better if it did nothing when you didn't target an enemy with it. I would feel a lot more in control and would have more fun with it. |
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"To be fair, Maelstrom of Chaos isn't the entire point of this game. I don't know if it's within the game engine's capability to do so, but some sort of accelerating cost would help make flicker strike stay a powerful skill that you can't spam. As in, if you use flicker strike within two seconds of the last time used it, the mana cost is increased, or it steals some of your health. Then have that cost increase every time, so that you'd need a truly massive health / mana pool to cast it 5 times in a row. This is just as an alternative to it consuming frenzy charges on cast, which could be an entirely workable solution. In any case, I think there needs to be some sort of cap to prevent people from using the skill endlessly. |
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Too many goodies (like auto aim, big damage increase, attack speed increase) on this skill make it a bit op.
lvl 30 2h axe marauder with 1.3k dps is a bit too much I suggest: -removing teleport (or one has to at least aim a monster to use the skill) -adding a cooldown -reducing accuracy rating -1h weapons only (e.g. daggers, claws, wands) 99% of PvPers will use it to 1 hit KO others if the skill is not balanced. The wait is over.
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I would give the Spell a Cooldown, and make it to a good opener Attack Like:
Teleport to the Target, do a good amount of Damage and Stun or Blind all Enemoies Around the Target for 2sec. 10sec Cooldown. IGN: kReiZy
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