Zero CD Shadow Strike?

I am curious regarding what others have to say about this suggestion

Item skill mod (Preferably on a 2h weapon as per Strannik’s suggestion)-

-3.8 second skill recharge to Shadow Strike
-75% Weapon Damage
Total Damage Modified by -18%
-60% Skill Energy Cost
-13% Crit Damage

I just used the Primal Strike transmuter template for damage penalty as an example, THE VALUES ARE BY NO MEANS SET IN STONE. It is a little tricky to balance out

Also one of the key things would be to keep this away from the Arcanist/Necromancer mastery (meaning Elemental, Aether, Chaos damage types are out of the question)
Pierce, Physical would be my suggestion

Well, interesting question. Why not to consider the modifier for SS used with 2h melee weapons like the Tremor for Forcewave and to align numbers accordinly? Maybe something like that:

+100% Skill Cooldown Reduction Shadow Strike
-125% Weapon Damage
Total Damage Modified by -18%
-65% Skill Energy Cost
-15% Crit Damage

Last but not least, how the modifier will interect with Nidalla’s Justifiable Ends?

P.S: In any case such skill mod should work with 2h weapon only. Using modifier with dual-wielding NB builds seems to be OP to me.

The values I provided for the transmuter were based off Primal Strike. I am fine if the damage penalty needs to go higher

If it indeed would be OP with DW then restricting it to 2h doesn’t sound to bad, in fact it adds more flavor to 2h builds.

I am guessing no one likes Dashing Strike or Flicker Strike (never played PoE myself but it looked pretty awesome)?

Looked over gameplay for both skills and they look too fast-paced for me :rolleyes: Then again, I don’t play Shadow Strike builds either so maybe that’s just me.

It reminded me one of your builds (BTW cool concept). The ability to “warp” six times continuously is close in spirit to mentioned skills and SS with no CD.

P.S: Both skills from videos look too fast-paced, while SS animation seems to be more comfortable for my eyes.

Sort of a useless idea since you can already have SS at a 1.4s cd before cooldown resets at full damage (which feels pretty much functionally equivalent to 0s cd anyway).

If there wasn’t any difference then I wouldn’t have suggested something like this in the first place

Then explain to me why I want to dumpster my damage on SS when with a 1.4 sec cd I get to proc belgo carnage every 4.5 seconds to turn that into a .4 second cd (effectively 0; you can test how this feels in game-- it feels completely like a 0 sec cd).

Its already the fastest way to farm: at FULL damage.

You’re already ‘bottlenecked’ by the amount of stuff you can SS to in game with this cooldown. There are too many gaps in-between mobs with nothing to SS to for reducing the cd any further to be interesting at all.

It sounds like invalid argument for me. Let’s consider the following example. We can reduce Forcewave CD up to 1.4-1.5 seconds, but it won’t apply Tremor to be useless skill modifier and 2h melee builds using it to be ineffective.

Regards,
Strannik

The Belgothian’s Carnage proc can be used for dual-wielding builds only and make such builds very effective. The proposed idea is to give some love for 2h builds and to provide better support for 2h SS builds.

Pretty sureI know what I am talking aboutwhen I say you’re wrong

That’s just one example, there’s also your own Magi SS Breaker, the Alkamos Cold SS Breaker and Aether SS Breaker/Reaper. While all those feel close to “Zero CD” it still isn’t “Zero CD”.

And as Strannik said by your argument transmuters of Forcewave and Primal Strike are useless

These are completely different things which are not subject to cd resets, of which I made no mention at all.

So no, my argument that ‘0 sec cd SS is already in the game’ really has no bearing on any other skills.

Well to be fair, they are subject to time dilation, but that is a bit different.

With that kind of penalty just make it a dash skill that doesn’t a target to activate:rolleyes:

You can potentially take it down to 1.1CD…+Belgo Relic. quite respectable abuse

The penalty is quite small. The -75% on primal strike still leaves you with over 200% weapon damage (it’s not total damage). SS is similar, and gives you 100% chance to dual strike.

That said, I think this would be a very difficulty thing to balance, as I do not believe the penalty applies to the extended skills linked to SS.

EDIT: I would be cool with it. But balancing it will be difficult.

here’s the real reason that shouldn’t be a thing, in effect it’s partial invulnerability. Zantai or someone who knows how these skills function mechanically would need to tell me but as far as I’m aware SS removes collision, which for anything that isn’t a ground effect allows you to almost entirely avoid damage at will.

Not sure how these are counterexamples. I’m using cdr breaker as a benchmark in my own argument. Soulrend breaker has worse uptime on SS, same with aether breaker/reaper and are therefore irrelevant. Fluff points out what is probably the ceiling of SS cd in the game at 1.1s before resets (or .1 with belgo). Thats pretty fukkin close to 0.

Linking your pre-aom ‘6x SS’ build is actually a counterexample to your original concept (which assumes that there isnt 100% uptime on movement skills in the game already):

-3.8 second skill recharge to Shadow Strike
-75% Weapon Damage
Total Damage Modified by -18%
-60% Skill Energy Cost
-13% Crit Damage

You can take my example @1.4s cd SS before resets. On that build I use seal of blades and coldstone. Replace those components with Riftstones (as you use in your 6x SS build). You lose LESS damage than your proposed modifier (by ALOT) by doing this.

This gives 100% uptime on movement skills as you now have 3 blinks, one with an absurd cd (SS) and two auxiliary ones.

This still does not address the other outstanding issue with your original concept, which is (even with just regular breaker not using riftstones) you are already bottlenecked by stuff to actually SS to, with the current in-game cooldown.

That would be the only solution to this issue.

0.1 CD would require some God level rolls :stuck_out_tongue:
Anyways since Belgothian keeps getting brought up I decided to edit the main post and add Strannik’s suggestion of making it a suggestion exclusive for 2h

The damage penalty was based off Primal Strike transmuter to provide an example of how the skill mod should look. Those values aren’t set in stone

Understandable

I can understand what you’re saying but the damage penalty should be able to mitigate this to a degree. Not to mention in 1v1 situation and some extremely crowded hero packs “partial invulnerability” would be nullified as you’d be left with no choice but to facetank in such situations

I initially wanted to suggest something like this for Blitz but it feels a little slower

Pretty sure you are aware that these setups use TD so even if it’s for an instance you can experience what successive SS feels like

Anyways you got your point through and I edited my suggestion.

Nightfall says hi Chthon. seriously you don’t see how broken this would be in skilled hands. oh you dove into a pack of three heroes? nightfall put them all to sleep long enough to escape out.

also what 1v1 fights? the only one in the game is versus ravager, everyone else has minions you can use to warp to and leach hp off of.

also -18% damage modified and -75% weapon damage doesnt mean shit to a skill that can get 400% weapon damage.