Please fix flanking strike animation
The only thing that isn’t reliable is the second hit. The first is easy as all hell to hit with.
I’d actually prefer if they split the skill into two parts of a chain skill. The first part would feature the dagger hit, boon removal and the evade, while the second part would be the damaging sword attack. This would give players more control over the skill in general instead of locking players in an animation that may cause the second attack to miss. It gives players the option of positioning themselves for the second hit no matter where the pathing for the evade takes them. I’d also split the initiative cost to a 3-1 split between the first and second skills respectively to encourage the possibility of using only the first part of the chain to strip boons repeatedly, but that’s just me.
Fort Aspenwood
Not to mention that s/d is the only weapon set without a bust ability. The best damaging ability it has is auto-attack.
Not to mention that s/d is the only weapon set without a bust ability. The best damaging ability it has is auto-attack.
Yeah, the problem I have with sword mainhand is that both /P and /D lack a good, hard-hitting ability. Pistol Whip fulfilled that role pre-nerf, now it’s become a utility ability. Both Flanking Strike and Pistol Whip deal decent damage, the problem is that the damage needs to be delivered in a much quicker fashion.
If Flanking Strike dealt both hits instantly and at the same time, then provided an evasion or a block afterward, it would be pretty much perfect.
I’ve always thought it’d be interesting if it functioned as a whirl or leap finisher, it’d be a good way to give it some more spice without straight up messing with the damage.