A suggestion regarding the Flow-related passive skills in Bladedancer skill tree

So, the thing is that as soon as I noticed the Flow mechanic I was immediately hyped. I didn’t consider using it right I away, but I found it very interesting. After getting my character to higher level and deciding what skills I want to play with, I thought that it may be worth it trying it out and so I did. At first it was hard to keep track of the skills I was using in order to execute the correct sequence of skills in order to get value out of it, but as soon as I got used to it, I really liked it.

Two problems I’m facing with it though, which is why I’m making this post:

  • Flow lasts too much time before Flow counters get reset. I don’t know exactly how other players make use of this mechanic, but for me to work, I need to cast a certain sequence of skills to get full value out of it and if I mess it up, I need to wait 4 seconds before Flow counters reset or just keep going without getting the desired value out of it. It would be much better for me if Flow duration was 1-2 seconds.

  • Certain skills can generate Flow even if you use them multiple times before using another skill, but not always. I would like this to be more distinct in a manner that those skills should either always or never generate Flow when you use them in such a manner. Maybe this happens because there’s something I haven’t figured out yet, but that’s just my suggestion.

Finally, one last suggestion I want to make is that the rightmost passive Flow-related ability in the tree, the one that increases melee crit chance and multiplier while generating or consuming Flow should be more generic and not limited to melee attacks only. This mechanic is already complex enough, I don’t see why it should limit you in more ways.

Regarding skills that generate more than one flow:
Dancing strikes which can complete the entire flow sequence of 4 because it consists of 4 unique animations. Flurry, cinder strike and umbral blades all can complete a sequence of 3.

As far as you last suggestion regarding passive node tempo likely either some weird balance regarding throwing or an oversight. So here is to hoping it was an oversight and gets changed!

I 've noticed that Dancing Strikes doesn’t always generate flow when used multiple times, which confuses me and this is why I made that suggestion.

If you have the passive node that extends Flow to require 5 unique skills then since Dancing Strikes is only 4 it would require 1 other skill to be used. Or potentially Dancing Strike’s strike “counter” reset to the beginning within the duration of Flow (so DS was back to a “skill” that had already generated a stack of Flow). Apart from that, Dancing Strikes will always generate a stack of Flow.

Yes, I do have that node. I guess that’s probably the reason Dancing Strikes doesn’t always generate Flow for me. Thanks for letting me know! :slight_smile:

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