Flicker Strike

absolutely against any form of CD for FS...
don't speak if you're level 30... later FS eventually kill you... you'll be stunned beaten to death.

it's a powerfull skill at start and with a decreasing utility difficulty after difficulty.

it began again to be really powerfull with ultimate stuff (like chopatron has showed), but it stay as a single target
and you'll die with it.

FS is a risk skill for mad people and it could be tweaked toward a less disturbing view.
but don't nerf it in PvE! (pvp is another matter but it need intense testing before nerfing it blindly just because you move strangely).

it was already tweaked (was way more powerfull before 9.7), I think that's more the mob reactivity to it which was improved (mobs now catch you "on the fly" more often).

anyway FS IS an iconic skill typical to PoE because it's moves directly linked to rate of attacks.
don't make it a placeholder situational skill...

I want to be able to get a build around it, because I really love the pinball effect, never had this feeling in any game before...

... nothing
"
__Z__ wrote:

don't make it a placeholder situational skill...


I would prefer it being situational actually. FS has a mobility aspect, it has to be situational. Spamming FS all the time is ridiculous, and the most brainless way to play ever... hold the button and watch... 2 or 3 times is cool, jumping during 10 second isn't...
Strangely, the skill also has nearly the best dps stats for a single target skill. And it doesn't even cost that much mana. It's making useless every other single target melee skills...
Besides, it's surely even better for pvp than pve but it's already OP in pve.

This skill screams "spam me", I'm not sure this is the philosophy intended.

I would make it a true mobility skill, with lower damage than normal attack, still with an increased attack speed (maybe even more), and with more range (entire screen range). You expect this skill to make you move faster immediately, but if the target is out of range, you'll just start running... it's quite frustrating.
Build of the week #2 : http://tinyurl.com/ce75gf4
what are you saying ?
of course it's the "philosophy" intended :

Flicker : "flicker is a visible change in brightness of a lamp due to rapid fluctuations in the voltage of the power supply. The source of this is the voltage drop generated over the source impedance of the grid by the changing load current of an equipment or facility. These fluctuations in time generate flicker. The effects can range from disturbance to epileptic attacks of photosensitive persons. Flicker may also affect sensitive electronic equipment such as television receivers or industrial processes relying on constant electrical power."

(from wikipedia)we retain "rapid fluctuation"...

Strike : you know

the design behind is a flickering strike, not a move and strike. the move is the strike...
before saying it's OP in Pve, try a build in chaos (I've done), ask HL player (i do), find a Flicker strike video in chaos after 9.6....
it's not because you don't like a skill that it as to be nerfed or completly modified.

thanks.



... nothing
Last edited by __Z__ on Apr 24, 2012, 2:21:30 AM
Given the nature of this skill it could be made dex/int dependent, thus requiring both of these stats in increasing amounts when you level the skill up. This way the skill would be more balanced between risk and reward and approach would also be more logical as the nature of stealthily teleporting behind someone to backstab them suggests.

This way it would remain useful and good with high str characters who compensate the level cap restriction due to lack of int/dex with higher damage bonus as well as higher health which adds the cheese crust to the skill currently.

Maybe it is not as viable in chaos as of now but it makes the mid-levels ridiculously easy and PvP aspect annoying when you have this kind of pinball guy zapping around you.

This way the skill would not need to be nerfed, it could even be strengthened to be more viable in the endgame.

Other way around could be adding cumulative debuff (like reverse frenzy/endurance/power charges, e.g. "dex fatigue debuff" which could be used with other spammable dex skills, analogous debuffs could be defined for str and int skills as well with corresponding stat specific negative effects) which would gather up if you zap around continuously without stopping (-dam resist, -elemental resist, +mana cost etc like "burden")- making this less annoying and counterable in PvP as well without immediately shooting down the occasional flicker spam spree which is admittedly very very fun thing to do.

This would allow utilization of passive skills to reduce the load of the debuff burden to create "flicker specialist" builds with investment to these skills but as a tradeoff having to leave something else out of your build.

I would see that this would be far better way to solve this issue than adding some ridiculous Freeze/Stunlock or manaleech/one hit killer boss mobs let alone significant cooldowns or nerfs which otherwise could do something about these teleporting pinballs the flicker strikers currently are.



Today I've been mostly harmless.
Last edited by Jabla on Apr 24, 2012, 7:12:58 AM
This skill does more damage at level 1 than many other skills do at higher levels. This skill also has the perks of extra attack speed and mobility. Please explain to me how this skill is balanced with the other single target abilities in the game now. If it does more damage and offers more utility that generally makes it better. If you don't think this ability needs to be nerfed in some way (alter the damage progression would be easiest) then it's obvious that several other skills need to have more utility or higher damage to be in the same league as Flicker Strike.

I love this skill as it is right now. I have it as the primary attack on two different characters. Currently working through Merciless, so while I'm not quite end-game with it, I've put it to the test for most content. It's really good, hence why I like it so much. That doesn't mean it's balanced with the other options in the game and I think that's what most of the people saying "nerf it" are getting at.

If the skill did less damage at lower levels, to bring it in line with others like Heavy Strike, that might be sufficient.
Last edited by ChaoticDecree on Apr 25, 2012, 9:37:20 AM
I have a proposal that I think would serve to fix some of the current problems with flicker strike, not by modifying the skill but instead by introducing another skill that could work well with it.

Mark if you're there, I humbly request that you read and consider the following post:

Totem: Flash Back
http://www.pathofexile.com/forum/view-thread/29687
Last edited by BlastMonkey on Apr 28, 2012, 4:01:44 AM
"
Softspoken wrote:
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


This idea appeals to me as a mechanic to prevent the player from holding it down perpetually. However with completely random targeting (or at least no way of returning to a known location like say, a flash back totem) an increasing cost would be a death sentence in those times when flicker strike randomly puts me into a deadly situation where my only hope for survival is to keep holding the button and pray that it'll randomly take me some place I can escape from.

In other words, I like this idea in combination with either the ability to influence targeting and drift or or the ability to return to a known location.
Last edited by BlastMonkey on Apr 28, 2012, 4:25:35 AM
I am playing a 2h duelist and, as many duelist, I use Flicker Strike.

In low level, I really thought that this skill is OP.
But now I am playing in merciless/chaos mode, I think differently.

Against a huge number of enemies, it's almost never interesting to flicker all the time. You will be stop and overwhelm very quickly.
In most case, I find it better to stack the enemies and cleave them to death instead of using FS. It's faster, safer and grant a crow control that flicker strike will never give.


The most important reason why I think flicker strike is not that OP is because the skill miss very often. When you flicker on a foe and this foe move even a little, you miss him.

For whom which said that it's the best skill against a lonely monster, I think it's not entirely true. As I already said, the strike doesn't hit everytime and a skill like Heavy Strike appears for me to be more useful because of the perma-knockback.

in merciless mode, I use flicker strike principaly for jumping into a group of archer or against a little group of normal monster.
In chaos mode, Jumping into a group of monster currently means the instant death for me.



Maybe with an awesome gear, FS happend to be anew OP.
Or maybe with resolute technique, the strike doesn't miss at all.
In that case, Yes it needs a nerf.

But I don't think that, currently, Flicker Strike deserves a nerf for his late game utility.



I'm not sure if this has been said before, but I'd really appreciate it if this skill could be used with a ranged weapon.

Although most of the time, it makes no sense to get CLOSER to the enemy with a ranged weapon, but if you get the "point blank" skill at the end of the passive skill tree, it could put in a new level of awesomeness.
"
PanzerSoul wrote:
I'm not sure if this has been said before, but I'd really appreciate it if this skill could be used with a ranged weapon.

Although most of the time, it makes no sense to get CLOSER to the enemy with a ranged weapon, but if you get the "point blank" skill at the end of the passive skill tree, it could put in a new level of awesomeness.
I was thinking of using this strategy, but I still don't think it should be usable with ranged weapons.
However they ARE planning on implementing weapon switching, which would allow you to flicker strike in and then switch your weapons back to utilize point blank.
There, I gave away my plans, I hope your happy =(

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