Gale thoughts

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Arcador
Arcador
Wilds Pathfinder
#1
From all the GvG and Tombs I've seen so far, this is the most annoying spell. I think it shoul be nerfed, since all Warriors can easily use it to knockdown from distance for 3 secs. I mean it is pretty cheap tactic - all W/E running around and gale-ing monks or other casters. Knockdown is supposted to be difficult to inflict, since it disables everything, even interupts. It is like shorter but bad-er version of blackout.
leeky baby
leeky baby
Desert Nomad
#2
lol ya nerf everything woo we shoudl al have skills which do 10 dmg each attack and we could all do 10dmg and all have 300 health and all have 70 armour each, Who that would be a fun game, do u want to play it?
tuna-fish_sushi
tuna-fish_sushi
Desert Nomad
#3
Gale rocks i love it in pvp how else do you dispose of running monks?
H
Hell Marauder
Krytan Explorer
#4
Gale is fine as it is. The problem is the imbalance in warrior skills, especially so many axe skills focus purely on adrenaline, which allows axe warriors to spend energy elsewhere, such as gale. Change some high-damage axe skills to energy requiring and you'll see fewer of these around.

Hope they don't give axe warriors any more edge. I heard they'll get to inflict bleeding in chapter 2.
TGgold
TGgold
Wilds Pathfinder
#5
Gale is fine. Exhaustion has it's effect, so you can't spam it always.
And are you SO upset about it, really? I mean, I'd dear say it's not overpowered enough to nerf it.
Skuld
Skuld
Furnace Stoker
#6
omg nerf damage spells! they kill you!
S
Siliconwafer
Lion's Arch Merchant
#7
It's overpowered, but you'd have to think seriously about nerfing it. Exhaustion isn't really a big problem, you can gale every 15 seconds, and if you're using a zealous, exhaustion goes away very quickly. One gale isn't very annoying, it's when three or more gales are chained by warriors-then it gets nasty.
B
Blaine Derrick
Ascalonian Squire
#8
Maybe implement a "grace period" after someone gets up from a KD where they can't be knocked down again (by the same skill, wouldn't want to make hammer warriors pointless) for 1-2 seconds? In my opinion, this would still let Gale and other KD's be used to prevent kiting and as shutdown, but would limit the ability to keep a single character locked out of the match for 5-10 seconds using Gale chains. Of course, you could still do something like Mind Shock >> Gale >> Hammer KD, but it wouldn't be as simple or reliable as the current Gale chain is.
Arcador
Arcador
Wilds Pathfinder
#9
I guess some poeple don't really know what gale does and post here? Dmg nerfing? Wtf are you talking about?

anyway - the problem is as many of you already stated - with W/E - warriors with game doing it chain. And since they cast it from distance - it gets overpowered. Well most of the high level guilds use gale - a lot.

I suggest making it 10 mana and reducing the duration of knockdown from 3 secs to normal hammer knockdown. Or maybe it can be made to only knock down if target is moving, or stationary (or similar requirment).
E
Elrond Afil
Krytan Explorer
#10
Quote: Originally Posted by Arcador
I guess some poeple don't really know what gale does and post here? Dmg nerfing? Wtf are you talking about?

anyway - the problem is as many of you already stated - with W/E - warriors with game doing it chain. And since they cast it from distance - it gets overpowered. Well most of the high level guilds use gale - a lot.

I suggest making it 10 mana and reducing the duration of knockdown from 3 secs to normal hammer knockdown. Or maybe it can be made to only knock down if target is moving, or stationary (or similar requirment). how bout no...that would be horrible, exhaustion is bad enough on a warrior
R
Rajamic
Wilds Pathfinder
#11
Quote: Originally Posted by Siliconwafer
Exhaustion isn't really a big problem, you can gale every 15 seconds, and if you're using a zealous, exhaustion goes away very quickly. How does a zealous weapon help with exhaustion? It shouldn't remove it at all.


As for other options, well, it already have an Air requirement to not have 50% chance of failure. Maybe up that to about 8 or 9. This would make it difficult for anyone who wasn't using other Air skills to justify the hit to their attribute point allocation.
Goonter
Goonter
Krytan Explorer
#12
Im in favor of changing gale so that hammer warriors are primary knockdown warriors instead of gale warriors, however its done.

Im not saying nerf it so much that it isnt an option for warriors to have. But do tone it down so we can rotate in a new fotm.
S
Siliconwafer
Lion's Arch Merchant
#13
Quote: How does a zealous weapon help with exhaustion? It shouldn't remove it at all. My bad. I thought there was a bug that got rid of exhaustion with a zealous, but it's gone now.
Josh
Josh
Desert Nomad
#14
Quote: Originally Posted by Arcador
From all the GvG and Tombs I've seen so far, this is the most annoying spell. I think it shoul be nerfed, since all Warriors can easily use it to knockdown from distance for 3 secs. I mean it is pretty cheap tactic - all W/E running around and gale-ing monks or other casters. Knockdown is supposted to be difficult to inflict, since it disables everything, even interupts. It is like shorter but bad-er version of blackout. Oh be f****ing real.

OMG I CANT BEAT THIS OMGZ PLZ **$^&£$)(* NERF IT OMG I SUCK 2 HARD PLZ NERF IT

I get so annoyed at people like you, seriously. :|

[edit]
Tone down on that a bit, don't wanna vent 'that' much anger...
kvndoom
kvndoom
Forge Runner
#15
s
scars of insanity
Academy Page
#16
Yes Nerf Gale so u can get rid of Gale warriors. WHAT ABOUT MY EARTH ELE?!?!?! Gosh warriors arnt the only ones who use it. heres another thought of what they would do without gale Shock + Sprint. =)
Arcador
Arcador
Wilds Pathfinder
#17
...I thought I speak with serious people...

The whole idea is not that I get my ass kicked by this spell you retards, the whole idea is that this single skill is a way better than 200 other skills in game and just suppresses them. Tell me with what other 5 mana skill you can dissable the monk, movelesess for 3 seconds and interupt him from a distance with 100% chance?
Dmitri3
Dmitri3
Wilds Pathfinder
#18
I agree on making it 10 energy cost OR 2 secs cast time. But nothing more.

Really not that overpowered.
s
swordfisher
Krytan Explorer
#19
If you absolutely HAVE to nerf it, just raise the req a few points...5 is pretty cheap, all in all. 8 would be more of a serious investment.
a
angshuman
Frost Gate Guardian
#20
Yep, making it a Req 8 sounds like a good idea. It will prevent people from taking "cheap shots" without making a decent investment in Air magic.