Can anything be done about how enemies react to Shadow Strike?

For a long time it felt like SS builds were some of the squishiest, they have lower tank than almost anything, melee and casters alike. I have no idea, why that happens. One thing i did notice though is that there’s not much Shadow in the skill. Mobs seem to be aware of your approach from the shadows at all times. One of the funniest examples of that is big skeletons can trap you mid shadow striking. Another examply i’ve captured is this:

Maiden only triggers the Sunder charge from distance. Which means she knew i was approaching from distance. But in the video you see that i go into supposed “shadows” right when i see her and she isn’t aggroed there. So what’s the point of these “shadows” if enemies can see through? Can the skill somehow conceal you and alter the mob aggro during the animation?

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You dodge all projectiles/melee attacks while off-map from Shadow Striking. This already puts it a league above every other movement ability in the game (excepting teleports).

Like other movement abilities, Shadow Strike is just an animation that ends when you arrive at your target. I do not imagine asking for systemic aggro changes for one specific skill among a wide collection of such-skills is likely to gain much ground.

At some point physics, digital or otherwise, is bound to get in the way of fictitious lore.

Yet Vire and Blitz builds are much more tanky, even without Stone Form and any block investments. Why is that?

I’m just reporting from a player’s perspective, what people experience when they play the skill. There’s nothing “shadow” about it. Animation, naming and description - everything suggests you gain some avoidance from using it. And then you get no scope shield in your face from Maiden.

Probably the defensive masteries and itemization around them, of which Nightblade is not.

Yes. You avoid melee and ranged attacks.

are we quite sure of this tho?
because i tried modding a 0cd shadow strike build because of something Z once said, and took… surprising amounts of dmg, expecting a drastic amount of dmg reducts from not getting hit, but seemingly still got easily pwned by “trash” zigzagging across hordes :thinking:

*it’s also one of the ways to cheese Fabby as pet builds, pets just attack while he’s shadowed and you run in circles

As with shields/dodge/deflect/impaired aim/fumble, you still take damage from debuffs, AoEs, and ground effects.

Shadow Strike’s behavior has not changed since its creation. You can see me dodge a number of projectiles/attacks in this video from 2015:

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Definitely was more “shadow” there, all the lights go out :smiley:
Always funny to see old videos from before my time.

Because Iron Maiden is gonna get you no matter how far.

Iron Maiden fans will get the lyric reference.

No disrespect to the old treasured videos, but i really wish to see a 2025 video of a sr run of a build in one of these topics i make.

When was the last time you tried to shadow strike your way through 30-31? Do you not feel how squishy a SS build compared to the expected outcome?

The problem with this argument that’s brought up very often lately, is that the game has changed 100 times over since its creation. Smth that worked in 2015 might not 10 years later.

Fairly recently, and I did not like enjoy it because it was too squishy. :stuck_out_tongue:

I don’t think that’s on SS to fix though. What you’re asking for is some heavy duty code changes to skills + enemy AI, when the same thing could be accomplished via the Nightblade mastery (losing Phys Res on dualblades hurt…) or related items.

never really paid close attention to the comparison, but does enemies still “track 'n attack” you with leap/teleport? (feel like i recall easily leaping into maiden/fabby without triggering their moves atleast :thinking:)
If so, maybe SS could simply get whatever “thingy” tacked onto it that applies to leap/teleport targeting

One thing that would help to mitigate instant dmg you receive when approaching target with SS is DR to Nightfall. This node, despite all the buffs, is still not worth investing into most of the time. Yes, ut has leech, but what would leech on it do if your regular SS build with 500%+ WD on the main skill is leeching to full on hit anyway? The problem is between SS hits you are butt naked.

Some low duration DR, like literally 1 second, but aggressively scaling at ultimate ranks would really help SS survive.

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Another thing is make the character immune to cc effects during the animation. Interrupted SS and no leech for up to 3 seconds is how you get killed a lot with it.

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I am very confused by this request. SS is an attack skill. It is not supposed to be a defense skill like mirror where you’re immortal.

I’m farming high SR daily with a SS build right now. I can promise you it’s not squishy :smiley:
These screenshots are from the campaign, not SR. No shattered souls, mutators, etc.
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Wrong. Nightfall is the best frostburn DOT in the game. It’s a great skill which is tied to high weapon damage (main skill) and crit (nidalla’s) for insane damage. And it provides AOE. It’s honestly too good.

Regarding DR, why not just… use another skill with DR? Runes have some, and some items/masteries have big amounts of DR too. It feels like you’re ignoring the rest of the build?

I’m sorry but maybe you haven’t played SS builds much.

Many attacks provide some sort of defences with them. SS is a 50 skillpoint skill that has “chance to put target to sleep” as defence and leaves you completely exposed for at least 1.7 even at hardcap.

Thank you for your promise. Can i see a video where you repeatedly take on Moosie, Fabius, Kaisan surrounded by other heroes and mobs and you aren’t on the verge of death?

edit: if you have Morgo set with Soulrend, that’s actually one instance of SS build being ok (another being Deathguard), because of the power of the set with Omen and huge stats on a pinnacle dungeon reward item. You need to play other SS builds, like this, for example (200k flat and 50k dot with 0.7 cd btw), to really see how the baseline of the skill performs and how poor it is at both dmg and survival compared to most skills in the game.

Wrong. Converted Scourge has higher base dot and higher base WD. Do you see people using it?

Maybe you haven’t played good builds much.

sry, am i reading this right or misunderstanding?
because the weapon dmg on main node and crit on NJE is separate from Nightfall so has no relation, as it’s a secondary effect mechanic, so what does those matter/have to do there? :thinking:

9 posts were split to a new topic: Dots from the same source don’t stack when converted

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