Looking back at Fl4k

They won’t. Most developers are prideful and arrogant. They won’t admit the mistake.

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Even a small amount like .5% per point in Turn Tail and Run, that would give you 1.5% life steal while moving. Even with such a small number his survivability would boom.

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Fadeaway has mad health regen and auto idol cures healing during mobbing. Rakks have lifesteal, gamma has an unkillable taunt and decent health regen. Health isn’t a super character breaking thing with fl4k. Amara and zane have too much lifesteal and take the challenge out

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I’d be careful with the words “too much” round these here parts…

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Totally agree.

I don’t like the thought of just loading every character up with lifesteal because the 2 “most powerful in the current meta” have a bunch. The characters have different mechanisms for surviving, it’s what makes them unique.

Moze can always hop into IB for invulnerability for however long, which does complicate things in terms of giving her other survival options (though personally, I’d err on the side of tossing her a bone just giving her another survival skill) but it is potent nonetheless. FL4K can go invisible a very generous amount of health regen, or shut off enemy aggression completely with some distance.

Rakk is the only build where FL4K doesn’t have a powerful built in survival mechanism, since you really only have Falconers Feast (which is still pretty good since you can spam it so often, but it does fail under repeated heavy damage). But you can find plenty of ways to cover that weakness with gear. Otto Idols, Stop Gap, and anointments, terror and otherwise, should be enough to keep you standing.

FL4K has a ton of damage in their skill tree, so you can get by sacrificing the ASE element for life steal if you need it survive. You can’t do any DPS if you’re dead, and losing the damage anointments but surviving will still allow you to finish the raid or whatever it is you’re doing, while having the damage and dying all the time is pretty pointless.

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The main problem I have atm with Fl4k is head count breaking my cooldown, making it take much longer than it should to get my action skill back. In those situations, you lose your annointments, and become prey for everything on the board. I don’t see how fadeaway health regen is that great, at 15 second duration you regen about half of your health and will still be targeted by AOE attacks such as Wotan’s mortars, annointed Zealot death orb and militant rain attack.

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I found a band of sitorak is pretty good for Fadeaway, I use one with health Regen on ase so that I am regenerating 6.4-8.4 health per second without relying on kills and I get my action skill back at a decent rate.

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I agree his issues are bugs and badly designed targeting mechanics but lifesteal isn’t the answer for everything. Fixing the math on his skills will help, and buffing the queen spiderants health pool. That thing dies so fast i dont think it received the pet health buff

Lifesteal isn’t the answer. It’s a cheesy, overdone mechanic, which is obviously overtuned and far too strong. But at the same time, this doesn’t mean Fl4k’s survivability doesn’t need work. Sure, all the stuff you recommended, Otto Idols, Stop Gaps, Lifesteal anointments can go a long way to make you relatively survivable, but there’s 2 problems with that. Firstly, basically any class can use alot of those things. And more crucially, its kinda a deadringer that Fl4k’s own survivability skills are incredibly weak and not impactful. Which is kinda problematic when you realise he has more healing skills than the other 3 classes put together.

There’s nothing inherently wrong with flat health regeneration - but the problem is the numbers attached to them are far too small. A reasonable fix would be to simply make the skill numbers 2-3 times bigger across the board. The other issue is Fl4k lacks any means to regenerate his shield or reduce its delay. While Axton also had measly numbers when it came to health regeneration, when paired with Quick Charge and Pressure, Axton’s ability to simultaneously regenerate shields and health allowed him to be at least some what tanky in combat. Even Zer0, who basically has no reliable health regen, benefited heavily from Grim. Rakk Fl4k has no such mechanic - so the moment the Stop Gap/Recharger loses its special effect, its basically a battle between Fl4k’s poor health regen and enemy fire.

I will post my beast fl4k survivability in a few days. Can tank with the best of them.