fp trap @ hard core finals

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Lordsidro wrote:
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jcostello1 wrote:

You were saying there's no tactics to avoiding a flicker? Keep your distance!


If you think that this strategy works in practice not just theory then idk what more we can talk about here.

You're saying play ranged but you're also calling for a nerf to the ranged skills.

If you want to flicker someone they get flickered.

If the bow builds are bad and aren't winning anything as is. Why. I. just.

I give up done with forums.


then what do you propose we do? nerf flicker since it's just pressing 1 button auto-target auto-attack skill? news flash, there are no longer any competitive flicker users since the damage nerf. And even then, wouldn't the perfect counter to flicker be standing on 3 traps? I don't see why you're complaining at all about flicker since it's already been addressed, ages ago.

Pretty funny how ggg said they wont do balance patches during pvp seasons yet flicker and cod got nerfed (cod is the only one that should get the nerf as it was literally broken).

I don't see any suggestions except back and forth banter between two people, and it's funny since it's not even about fp traps + flicker, but rather sidro's caster vs zep's crit dagger. Balance shouldn't be decided between two different characters, but rather the skill in its raw form.
I didnt say flicker needed additional nerf. saying it derpy and lame and it still 1 shots, actually ask fightgarr. I 1 shot him today with multi flicker on my dagger char on HC.
Last edited by Lordsidro#6913 on Jan 22, 2015, 12:52:08 AM
To address sidro's point, flicker's radius can certainly be adjusted. I don't think there needs to be such a huge window on flickering in. Playing as ranged is frustrating vs such a huge flicker radius. Blink arrow is already the best tactical melee skill in the game, positioning really shouldn't be overly simplified for melee. At the same time, most of ur points can be countered sidro. You can link up multiple sets of traps to avoid cool down and grab +2 traps for 5 traps total. You can rotate 2-3 traps to pretty much stay trapping constantly.


*if people are getting 1 shot by flicker then they are built horribly wrong.
you guys keep forgetting that mechanical changes to skills are completely impossible (change radius if flicker for example)

ggg will not be making one skill behave in one way in pvp and another in pve. As a result you are stuck with the pve mechanics and can only tweak numbers.
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A222 wrote:

I don't see any suggestions except back and forth banter between two people, and it's funny since it's not even about fp traps + flicker, but rather sidro's caster vs zep's crit dagger. Balance shouldn't be decided between two different characters, but rather the skill in its raw form.


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Pyrokar wrote:

A skill that reveals traps with a cooldown would be pretty good though. Also, a skill that reflects melee damage for its duration.



Nope, no suggestions here.
I'm a forum warrior, i was born to post, raised to defend my league. Now my post has been removed, chained and exiled by mods who Ban. Ban is my brother; i do not fear it. I see it in the eyes of men and beasts that i troll. It will take me to play the actual game when i am ready and i am not ready.
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Pyrokar wrote:
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A222 wrote:

I don't see any suggestions except back and forth banter between two people, and it's funny since it's not even about fp traps + flicker, but rather sidro's caster vs zep's crit dagger. Balance shouldn't be decided between two different characters, but rather the skill in its raw form.


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Pyrokar wrote:

A skill that reveals traps with a cooldown would be pretty good though. Also, a skill that reflects melee damage for its duration.



Nope, no suggestions here.


1 suggestion, 5 pages. thread is saved.

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andkamen wrote:
you guys keep forgetting that mechanical changes to skills are completely impossible (change radius if flicker for example)

ggg will not be making one skill behave in one way in pvp and another in pve. As a result you are stuck with the pve mechanics and can only tweak numbers.


just because the numbers of flicker's radius isn't shown in the tooltip or skill gem, doesn't mean it can't be tweaked in the back end of the game. Reducing flicker's radius in pvp should be possible without the change affecting pve
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Lordsidro wrote:
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jcostello1 wrote:

You were saying there's no tactics to avoiding a flicker? Keep your distance!


If you think that this strategy works in practice not just theory then idk what more we can talk about here.

You're saying play ranged but you're also calling for a nerf to the ranged skills.

If you want to flicker someone they get flickered.

If the bow builds are bad and aren't winning anything as is. Why. I. just.

I give up done with forums.


I never called for a nerf on anything, except damage overall.
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Lordsidro wrote:
I didnt say flicker needed additional nerf. saying it derpy and lame and it still 1 shots, actually ask fightgarr. I 1 shot him today with multi flicker on my dagger char on HC.


No you didn't, you had to use that other skill to finish me off!

I love flicker since it centers your opponent on-screen for you, and helps you chase obviously. I guess they could further increase the cooldown time on flicker and I wouldn't be too upset though.

And melees would still have leap slam and/or whirling blades to chase wtih if flicker didnt exist at all.
its hilarious that people act like just because something does alot of damage its viable. Dagger is not viable vs most matchups even if it was 1 shotting. The range is so bad on daggers. The amount of sacrifice it takes to compete with crit damage on daggers is pretty bad too. Resistance is sacrificed and so is HP. Daggers are still good vs some classes but vs the majority of melee its just fail. Is it competitive with bow users? Barely.

It is a shame that the balance to this pvp season didnt have more time to be tested thoroughly. I am not sure how much detail I am allowed to go in but I do wanna say most people didnt play the build during testing that they are currently playing now, and they had their builds mostly completed well before testing ever came about. I hope future balance is done differently. I hope adjustments are tested before becoming concrete. I hate magical numbers which are fabricated and then kept before being tested properly. I wish I could see the numbers that are being tested to justify this. The list goes on and on. When I think about what has been right, all that comes to mind is that events were somewhat debugged. Not saying everyone was like this. Some of us tried really hard and collected large population of raw data. Other data seemed skewed with opinions and too small of population to display the variance.
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So people played CoD long before me. I found out about it by playing against people on SC. Hruthgard played it on stream with a 1000 people watching in the 3v3 POE Arena tournament.

Why is this some super secret thing that I should have known about and made sure it was nerfed on alpha?

You had the same info as others you could have said something.

Once again if we actually tested FFA I'm sure it would came up by someone.

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