#Flitsmoke is hilariously busted right now

1 messages · Page 1 of 1 (latest)

kind marlin
#

Like the Skyrim permanent invisibility "must have been the wind" busted. It's a lot of fun but yeah... Poor Cogah-buffed Kylst can't do a thing but get bodied. I went on to clear the entirety of the siege without losing invisibility once.

Some things to note is that Flitsmoke specifies stealth kills but will recharge its duration from stealth finishers. Additionally, it's any stealth finisher, even if you swap to a different weapon after activating Flitsmoke the duration will keep refreshing regardless.

I used Sirin and a bow but the pact is pretty much irrelevant here and the bow was just used to more easily proc a smite to get things started. Neither are necessary as once you get a smite and activate Flitsmoke, you're never losing stealth so long as there's guys to stab.

tawdry tusk
#

+1 Wanted to draw attention to this, rather than make a new thread. It works exactly as described in the above post and trivializes any encounter where the enemy is vulnerable to finisher. (This will not work on Nimrod). This rune simulates everything Sirin wanted to be as a class. The power fantasy of being completely invisible and stabbing things in the chest has never felt so good. I'm not sure how you could balance this. Maybe reduce the stealth from 20 seconds to 5-8 seconds, and have it only work on backstabs? maybe limit the number of times we can use finisher on a boss? would love to see some way to make this rune playable because its some of the most fun ive had in soulframe this prelude.

severe magnet
#

i feel like you should be revealed when stabbing enemies, and the stealth should be a shorter duration. i do also feel like on the flip side the rune can feel very weak at times, because a majority of the non sinecure enemies cannot be backstabbed.

empty junco
#

and that's not even the most busted it can be, use it with rood and some life stealing weapon, and as long as you are not max health, the duration will get extended by each strike, finisher or not

shell merlin
#

+1 stabs benefit from tethren's fellust but dont consume a charge, it lets you deal thousands of damage every hit, even onetapping cogah bannerets and such

next parcel
#

Neutral.
I agree that there are two points of this rune that are kinda broken.

  1. It prolongs duration. And by quite a lot for every kill.
  2. It prolongs duration even when you use different weapon and kill enemies.

Without recharge this rune only gives you stealth for survivability and sort of a damage boost due to using stealth attack. Which sometimes breaks and does not work (there are cases when enemies are immune to stealth attacks for some reason).

Without stealth attack, it will only give you invisibility.
Mind you that almost all bosses are already immune to stealth attack.
[Only bosses that you can stealth attack are Bannerets, Castellans and Gruul Seeker Ruthos. Not sure about Knell Knight]

And don't forget that alternate rune gives you block ignore and +100% to damage on any attack. If anything in terms of damage, fire rune gives you more on average, as stealth attacks only come to parity.

And The Flintsmoke is a rune from Cogah mode, which is increased difficulty for increased reward quality.


Newly added bow The Torrent rune can currently burst Banneret down in less than one second for some reason. AND it seems to ignore enemy armour at that? [For context i think that The Torrent definitely needs to be adjusted]

Newly added magick The Hollowing rune allows you to quite literally explode enemy packs on single enemy death.

Looking at these two, stealth and freebie stealth attacks for 25 seconds (duration of basically all runes) don't look too broken.


Main issue with The Flintsmoke rune is that adjusting it is hard.

  • Restricting invisibility to single strike is stupid as it will make rune basically unusable.
  • Restricting effect by limiting stealth attack during this particular invisibility is better.
  • But i think that worst offender of this rune is specifically prolongation of an effect and not an effect itself. Disable it, and rune becomes much more in line.
#

And to summarize.

Runes are all pretty powerful. Often more powerful than Pact abilities, so this does not come off as something unusual. And Cogah-specific runes are more powerful because mode you get them on is less forgiving. [aka higher risk = better reward]

But prolongation makes it last way more than it should to be at parity with other runes.

So i suggest just disabling part with timer prolongation on kill, to make duration be in line with other runes.

flat sail
#

My idea was to have the rune only allow finishers from behind. When you attack or do a finisher it reveals your location to the enemies for a moment. They would attack that spot forcing you to move before you could get another back finisher. This would make the rune a very deadly game of peak a boo.

fleet axle
#

Currently the rune is bugged to refresh on any finisher and not a kill, which should be fixed. Also the extended duration after each kill should probably be reduced.

Other than that, I don't see it as much stronger than say Everflame, Torrent, or Alca's Breath. Activate any of those runes and you're gonna end up with the exact same result - a pile of enemy corpses. It's just a different flavor of murder.

silk ravine
next parcel
# silk ravine It would be good to have it similar to Cyte09 in Warframe, where his headshot ki...

Maybe, but then we are just getting range on rune efficiency, without really changing much.
Efficiency will vary from trash (if you killed enemy with smite and could not kill anyone within said 5 seconds) to godlike (when you just killed first enemy and gained enough time to start "murder spree", aka chain of prolongation)

Reducing prolongation amount can work too, currently it adds what. 15 seconds? But then root issue won't be solved. Potentially infinite invisibility is indeed bit too strong.

What MUST be addressed, though, is fact that you can activate The Flintlock, swap weapons and just prolong rune on secondary weapon with primary weapon kills.

If prolongation is under scrutiny, offhand rune prolongation is definitely an abuse. Because from what I can understand, you can even trigger two runes at once.

fleet axle
#

Possible solution - since Flitsmoke is explicitly a dagger rune, kills with non-dagger weapons don't refresh the effect

next parcel