Charged Dash

Melee skill+2h option of course the skill could not be made good enough to compete with 1h blade flurry.

The fact you are locked on one direction once you are at full charge is idiocy.

POE is a game having mobs that can move quick and leap on you, being locked in one direction is a dead wish.

Super clunky to use for finally not a big dps, the skill seems to have been designed for another era of poe, an old one.

Compared to it s spell counterpart (flameblst) it lack aoe and does not gain any ailment buff. This game seems to think spells and projectiles really need more of everything while melee get very restricted "more" attack damage in most cases, how come?

So no ailment multiplier, no much aoe and the silly idea to be stuck in one direction while being melee.

how to improve:

-add the multiplier to ailment too
-permit players to move right and lef at full charge
-buff the overall damage to blade flurry level.
Poe Pvp experience
https://youtu.be/Z6eg3aB_V1g?t=302
Last edited by Head_Less#6633 on Feb 24, 2019, 6:59:57 AM
Agreed, if this doesn't work with ailments.. that's pretty trash tier
I love this skill. it is especially shining in Synth for navigating decaying memories..

but GGG whyyy is the behavior of this skill borked in this situation..

using Chargedash + CastonCrit + Bodyswap gives an expected feedback and teleports cleanly when releasing the channel..

using Chargedash + CastwhileChannel + Unearth + Bodyswap = results in wonky stuttering teleporting where the channel seems to reset and navigation is lost or sometimes you just end up in a random spot when you release the channel.

plz make this less wonkyy
Last edited by waffenheimer#3798 on Apr 8, 2019, 11:02:02 PM
Spoiler
hey how About make charged dash a dash channelling skill where every attack sequence (per attack) makes a the dash like in the existing one but dont Need to release, and the attack Speed is 75 % of base attack Speed, and the dash distance is calculated in movementspeed?

regards
JeckNoTree


old post from
Aug 10, 2019, 9:53:42 AM
A
Last edited by JeckNoTree#3777 on Feb 20, 2022, 9:10:40 PM
Spoiler
charged dash, Change, if possible would be great.

first like a ninja slice and while channelling dashing tough the ways of Wraeclast no need to release to dash and because ist a Channeling skill you can hold the skillgem button down and get a projection behind you everytime you dash makes it pulse or chain like now.
so it will be not more klunki and very fast.


old post from
Aug 28, 2019, 1:18:16 AM
A
Last edited by JeckNoTree#3777 on Feb 20, 2022, 9:11:12 PM
I'm still salty about the one skill that allows you to get a really nice a juicy hit doesn't allow you to scale the ailment damage with it's "75%" per stage thing.

If this skill allowed you to scale ignites/poison it would be so much more interesting to play but as it is now it is worse than Cyclone for mobility and damage(but just barely) and so far behind Blade Flurry for actual damage that it isn't even funny.
With the addition of SHIFT + Movement skill command which allows you to move backwards, can we get the same option for Charged Dash?

Holding SHFT when activating Charged Dash would spawn a clone directly behind where you're facing. The more important part is this: holding SHFT down when releasing the skill would allow you to not teleport to the clone.

Also, selecting the "attack in place" option would reverse this behavior, making Charged Dash clone always spawn behind you and never teleporting to the clone unless SHFT was being held down during activation/release.

I honestly can't see why CD should not get the treatment the other movement skills have gotten. It would really help in those situations where your clone got stuck on environment in a very dangerous position, effectively forcing you to teleport into death.
Mechanically, the skill's cool, but in practice/balance wise... It definitely comes up short. In a current game where the norm is "hit everything on the screen at once," being limited to just hitting a single line you draw is very underwhelming. And yeah, being locked in and committed to that particular small AoE, and teleporting to the end on finish, both harm it... And everyone's right about it being bad that it doesn't scale ailment damage with stages.

Hence, I think there's a strong consensus that it needs a minimum of 3 changes to become viable normally:

  • Make the "more damage" apply to ailments and other DoTs inflicted by the hits as well. This has been a serious sore spot for a lot of channeling skills.

  • Once the illusory figure has reached maximum range, mouse control should shift to altering the direction; move the entire line (preserving its twists & turns) about the player.

  • As Mindtroverted suggested, holding "shift" while releasing the button should unleash the final wave without teleporting.


This is a skill that requires more mechanical mastery to make use of than most skills, as well as being slightly more complicated to build around given that it's a partial-conversion skill. It also has a fixed and limited ability to hit multiple targets; the rest of the skill's attributes should definitely be good to make up for this.

Sadly, breaking down each skill's "package" has often been a problem with GGG, hence why we got things like how Cyclone got so broken in 3.7.0; GGG saw that it had less DPS/area than many other skills, and "equalized" it, failing not just to understand how its area scaling worked, but ALSO failing to realize that its "usability" factors (mechanical & build difficulty) were superior to virtually every other melee skill in the game. Again, with Charged Dash, it's near the hardest end in terms of mechanics & build, so it needs other things to make up for that.
Rufalius, hybrid Aura/Arc/Mana Guardian | Hemorae, TS Raider | Wuru, Ele Hit Wand Trickster
Last edited by ACGIFT#1167 on Oct 15, 2019, 6:47:41 PM
It sure could use a faster cast speed or a unique that expand its usage. Its underwhelming sadly.
Kinda sad that this skill even after all this time still can't be done while unarmed, nothing on the gem has ever implied it required a weapon but oh well my dreams of teleporting through enemies punching them with either charged dash or flicker strike are a far ways off (consecrated path isn't my thing)

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