First off, I love Thief, and I love using Sword/Dagger as the main. However, it’s constantly making me want to use Dagger / Other instead. Why? Because Flanking Strike does not always activate immediately when pressed. And please do not say it’s lag, because it is not. I have tested it for quite some time and found out when Flanking Strike actually does not register immediately and when it does register immediately.
It’s all because of what animation you are doing and what time during that animation you press Flanking Strike will determine if Flanking Strike is going to activate immediately and let you dodge those precious moments when you need a dodge, or it’s going to wait until the animation is finished AND THEN activate Flanking Strike giving you a late dodge that actually did not dodge what you intended to dodge, or just not dodge anything at all. Way to go.
During your first auto attack animation, once your sword is past the half way point, i’d say like 60% already finished with its attack animation, and you press Flanking Strike, it’ll take about 0.75 seconds before it actually goes off. Every, single, time. If you activate it before it gets to the half way point of the animation, like 45% or sooner (it not actually landing a hit), it’ll activate IMMEDIATELY. Also, if you do the auto attack and your first swing hits nothing and you activate Flanking Strike anywhere from 65% animation completion or longer, your Flanking Strike wont go off until what feels like a whole second after the animation is done. Every, single, time.
If you activate Flanking Strike ANY time during the second auto attack animation and before the third attack actually lands a hit, Flanking Strike WILL activate immediately. If you activate Flanking Strike during the third auto attack animation once it hits the target but he’s/she’s in that leaning forward stabbing position (Im playing Human, not sure how every other race does it for the last attack animation), he/she will just kinda stand there for like a second and THEN do Flanking Strike. Every, single, time. So no, not lag. Check it for yourselves. Especially if you’ve ever wondered why it doesnt go off immediately sometimes when you fight.
I am very great at timing my dodges on things that truly should be dodged and not wasting them. Which is why i truly love S/D thieves, because, you know, we get so many dodges it’s beautiful. But whenever i play S/D and want to use a dodge, i have to stop, look at my current animation, and then think to myself, “Will i use Flanking Strike or will i use the regular dodge roll to evade this attack?” And based on the current animation, the choice becomes clear.
And what REALLY gets me, is when my endurance is low and cant use the basic dodge roll but i have plenty of initiative to use Flanking Strike but I am currently doing an animation that will make my character dodge a second later when i press it. THAT… That is what makes me not want to use S/D and seriously needs to be fixed to activate immediately no matter the animation. It’s an evade plus a boon stealer, but i believe it’s mainly used as an evade and damager. And evades are one thing that keeps us alive longer yes? Whenever i use dodge roll it ALWAYS activates immediately no matter the animation I’m doing. Why not Flanking Strike?