7 posts in this topic

Suggestion to end this clown fiesta once and for all. With recent changes to cast times, this has become even more noticeable how flicker makes all problems go away for many players who do not want to rely on aim.

Add 0.5 - 1s silence to player after flicker use.

With this change you can still use flicker to escape, disposition or as an offensive move but with enough time for counterplay from opponent's point of view.

If this change does not see light, I demand to give cast time to all instant cast stuns, melee-homing knockbacks and high-damage jutsu.

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Making it teleport at a fixed distance instead of homing in on another player is also a good idea.

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Or just do what most games do and make Flicker teleport you to your mouse's location (provided that it's within the 8 tiles range), or
what Mikecw said, make Flicker teleport you a fixed 8 tiles ahead, or w/e.

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Making it teleport you to your mouse location would be terrible design. Making it teleport a few tiles in front of you also wouldn't work seeing as how fights are fought diagonally.

Only solution is adding a 0.5s silence to a player after use.

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13 hours ago, Mael Kyra said:

Making it teleport a few tiles in front of you also wouldn't work seeing as how fights are fought diagonally.

Yeah it would make it harder to flicker+jutsu, that's the point.

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On 26.12.2018 at 10:08 AM, Mikecw said:

Making it teleport at a fixed distance instead of homing in on another player is also a good idea.

Problem solved case closed

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For the love of god yes.

It shouldn't be a viable strategy to run like a headless chicken til flicker is off cd, run in, flicker and faceroll keybinds and land at least 1-2 hits even through sub, just to run away again til flicker cd ends and repeat. plsfixcheese

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