Gale thoughts
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.
leeky baby
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
Gale rocks i love it in pvp how else do you dispose of running monks?
Hell Marauder
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.
Hope they don't give axe warriors any more edge. I heard they'll get to inflict bleeding in chapter 2.

TGgold
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.
And are you SO upset about it, really? I mean, I'd dear say it's not overpowered enough to nerf it.
Skuld
omg nerf damage spells! they kill you!
Siliconwafer
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.
Blaine Derrick
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
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).
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).
Elrond Afil
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
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
Rajamic
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.
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
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.
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.
Siliconwafer
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Josh
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...
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

scars of insanity
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
...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?
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
I agree on making it 10 energy cost OR 2 secs cast time. But nothing more.
Really not that overpowered.
Really not that overpowered.
swordfisher
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.
angshuman
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.
tafy69
Quote:
Originally Posted by angshuman
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.
most warriors put 9 into air magic to use the energy offhand so u can gale more.
10 energy would be fine nerf imo, warriors can still use it but much less.
10 energy would be fine nerf imo, warriors can still use it but much less.
Vermilion Okeanos
I am willing to bet chapter 2 going to have quite a few ways to punish exhaustion, we had already seen a few skill that punishes it with this preview event.
That can also mean... Ouch for ele.
That can also mean... Ouch for ele.
Cirian
Gale = 4s knockdown with Stonefist Gauntlets, no?
Vermilion Okeanos
Quote:
Originally Posted by Cirian
Gale = 4s knockdown with Stonefist Gauntlets, no?
No, stonefist gaunlet do not effect anything that have a set amount of KD time. Such as backbreaker and gale.
Epinephrine
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
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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.
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. Hell Marauder
Gale should not be nerfed, because it's not Gale's fault. if you're nerfing Gale, you're only hurting other classes using Gale. Axe warriors are still free to use whatever high-energy skills out there to hurt or annoy casters. Then people will yell "nerf those" again, not realizing where the problem really is.
You don't see many sword/hammer warriors using Gale because exhaustion will reduce their damage output a lot by preventing them from using their favorite spammable skills (irresistable blow, seeking blade etc.). But axe warriors are in the unique position because their high damage skills don't use energy, so exhaustion means nothing to them. So solution should be making some axe skills costing energy instead of adrenaline, then they will have to think twice before using skills that cause exhaustion and limit their damage output. ![]() Epinephrine
While making warrior skills cost energy does address some of the issue, I doubt that'll happen - and it would weaken warriors horribly.
Warriors can work quite effectively on little/no energy, so they are one of the few that can afford to run Gale. One major issue with Gale is that it ignores half the exhaustion penalty - since it is a 5 cost skill the loss of 10 max energy doesn't matter if you can't go negative in terms of maximum energy. Simply changing that would halve the rate with which warriors could use this, once they bottom their energy out, while leaving it untouched for others. Dmitri3
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Originally Posted by Epinephrine
Warriors can work quite effectively on little/no energy, so they are one of the few that can afford to run Gale. One major issue with Gale is that it ignores half the exhaustion penalty - since it is a 5 cost skill the loss of 10 max energy doesn't matter if you can't go negative in terms of maximum energy. Simply changing that would halve the rate with which warriors could use this, once they bottom their energy out, while leaving it untouched for others.
Warriors need energy for frenzy, this is why you can't bottom your energy.
Arcador
So as you all sumerized - the cause of the "bad effect" is 2+ warrior gale combo. I doubt anyone minds other than warrior classes to use gale, I mean eles, mesmers, even monks can use it, but they will "feel" exhaustion effect.
If exhaustion does not go negative, then when going to 0 mana, it will begin restoring 1 per sec, the spell recharge is 5, so at the 7-8 sec (with 2 mana regen) you can cast again. Of course this is the little problem. The big one is like the buddy stated - item equip/uneqip abuse for removing 5 pts of exhaustion - enough to cast it again. Short - gale on axe 2+ wars is extreamly effective. Making exhaustion work on negative number will hinder this but will hinder even more normal casters which depend only on mana. The solution must be somethink that will stop the warriors from abusing it, but will not "nerf" the spell or the casters. qwe4rty
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Originally Posted by Arcador
...I thought I speak with serious people...
interupt him from a distance with 100% chance? I found that increasing interesting seeing as how there are skills/enchants/stances/ whatevers that A)you can't be targetted, or B) you can't be knocked down Maybe wanna redo the math on 100% Symbol
One skill that prevents knockdown:
Balanced Stance Two skills that prevent you from being the target of spells: Spellbreaker and obsidian flesh. So instead of 100% it's 99%. Wow. Xasew
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Originally Posted by Symbol
One skill that prevents knockdown:
Balanced Stance Two skills that prevent you from being the target of spells: Spellbreaker and obsidian flesh. So instead of 100% it's 99%. Wow. I even gotta add: Balanced Stance: Requires tactics=almost no one uses it. Val is like the only good guild I've seen use it, and even they changed it for a normal Mo/N(Or was it Mo/Me?) Decent skill in a bad attribute line. Spellbreaker: Elite, requires monk primary to be effective, costs 15 energy and has a 45 second recharge. Extremely effective when on the ally, but has big drawbacks. Obsidian Flesh: Wow, now you can't kite the warrior and he doesn't have to use Gale in the first place. Elite and requires Earth magic. KD is the most effective shutdown in the game, it prevents the target from using anything except from stances and has almost no counters. Rajamic
Dolyak Signet also prevents knockdown. But it is worth noting that the only 2 ways of preventing knockdown are both in the Warrior line.
dawnrain
Here's my radical idea to balance Gale on warriors (which may not be technically feasible):
Modify the effects of the Exhaustion condition so that while exhausted adrenaline gain is reduced/nullified. Tarot Ribos
Or... how about this fix for Gale?
Just have the knockdown time relative to the amount of Air Magic invested. That could allow Air Ele's more of a benefit from the skill, but warriors less so. Not that Gale War's are badly overpowered. But, in the event a change is made, I like the idea of tieing the skill more closely to its attribute line. Yanman.be
you can run no poor strenght and get 12 air, so you'd still get a decent gale
best counter i've seen is just ignore it and let your teammates say you're galed Guardian of the Light
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Originally Posted by kvndoom
![]() Murder In China
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Originally Posted by dawnrain
Here's my radical idea to balance Gale on warriors (which may not be technically feasible):
Modify the effects of the Exhaustion condition so that while exhausted adrenaline gain is reduced/nullified. Umm, no. Feng Leung
Seriously guys, gale is just a skill, that people were able to use to it's fullest advantage. It allows warriors to actually gain an upper hand on monks. But i could see the arguement for it's overuse, but again, there's always more then one monk on a team, thus unless they can synch gales on the three or two monks, countering isn't that hard. Also, with axes, i agree, it does seem unfair how it has more adren spike attacks compared to sword and hammer. For any ideas to lessen the use of gale would be like everytime you cast gale, you get knocked down or something to that affect,but..i guess you could just get another warrior to attack the target.
M3lk0r
The problem isint that Gale is an over-powered skill initself, but its just that it making other types of warrs useless. With 16 Axe, Evis, Frenzy, Sprint and Gale you have a char with an interrupt, decent spike , highest dps, (almost) cannot be kited and a knockdown. Some of these elements overlap but they are still true. And thus we are stuck again with a "best" build-template.
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