Those arguing that gale isn't overpowered don't understand the game. There are numerous problems with Gale. I will quote Ensign on this subject, as he is both eloquent and an accurate assessor of the metagame.
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Originally Posted by Ensign
The thing about Gale Warriors is that the more of them you have, the better each of them becomes. Using Gale on your own target is kinda blah, honestly. He gets to run while you cast, then you have to catch up, plus aftercast...it's decent, but nothing to get excited about. When you're using it for someone else, though, it starts to become sexy - you Gale, another Warrior gets to beat on the target for 3 seconds with no interruption, then he Gales while you beat. When you have a pack of Gale Warriors things start to get ugly, with targets being perma-knocklocked while all the Warriors keep beating on the stunned target.
So that's one issue, the constant shutdown that 2 warriors can bring, at little cost (5 energy) or attribute investment (4 in air).
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Originally Posted by Ensign
The problems with this lie beyond the lack of counters. One of the big issues is that Exhaustion never goes negative. You can Gale as soon as you hit 5 energy, and you'll start working that off immediately. The next Gale will come 15 seconds later, not 30, because 5 of the exhaustion was nullified by the cap. You can see War Machine and other Korean teams exploiting the hell out of this with focus swapping - switch to a shield or -5 energy weapon, Gale, switch back, Frenzy or use whatever energy skill, switch back to your -energy set to Gale, repeat.
Yet another problem with Gale - the limiting factor for recasts doesn't affect it much, since exhaustion doesn't go negative. In addition while there are numerous counters to being interrupted (obstacles for vs rangers, evading them, spellbreaker, glyph of concentration, Mantra of Resolve, quick casting times) there is only one feasible option for anti-knockdown, and it is a warrior skill.
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Originally Posted by Ensign
Gale has a lot of utility that I don't want to see it lose, and I think that it's a good skill for the game as a hard counter to all kinds of lameness - but the knocklocks are excessive and need to be dealt with somehow. There isn't an easy numerical fix unfortunately - there are going to have to be some systematic changes in the game if they don't want to destroy Gale utterly.
Also agreed. Gale is a nice spell, and it'll take a bit more than mindless nerfage to get it to a nice point, where it can still serve as a useful spell, but in a more balanced manner.
When a critical thinker at the top level of play says a skill needs adjustment I tend to listen; I think he's spot on here.
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Originally Posted by Arcador
...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.
A little on the harsh side, but I do sympathise with you. Those who mindlessly shout "don't nerf it noob!" are probably poor players anyway, and have no idea of what game balance is, and see only someone asking that their overpowered toy be taken from them. Players wanting good competition and interesting matches are in the minority; most are bullies who would be happy PKing in WoW if their parents would pay for a monthly fee game. |