The distance on dash needs to be cut in half.
The distance on dash needs to be cut in half.
Just to inform you a few of your statements are incorrect. We do not going twice as far. 1.4x at best. Also we are stopped for a second / slowed towards the end of our slide. On top of this rogues have a much lower cool down time which allows them to still be far faster even when I use slag and 5% move speed.
Also we cannot control our direction every time. If we are close enough it will still pull us towards and past our enemies in the wrong direction which 75% of the time results in our death. See my post in sorc discussion for further wind details.
sts should not have modified the wind skill in the first place. and it's all because of pvp
what about pve then? this has rendered this skill totally useless. i cant control where i want to be. this forward dash should only be made available when a player is in pvp.
when a player is playing pve, remove this attribute. it is annoying and useless
i like the charging wind gale because it lets me push mobs away from me when im in a pinch and it can also stun them. also right now, my mana gets depleted too fast because i cannot use charged gales or else that forward dash will be the death of me
and those suggesting cutting the dash distance in half. no. let it be available in pvp. but scrap it when player plays in pve
Warriors have no chance at PvP kills being we are always ksd. We also have no chance at timed runs unless we get a maul and samuel (but we can still only have a chance at some elite dungeons. So forget the crypts). All classes have there ninche, for warriors it is by far flagging (please give us something -.-). Your comment on catching up to the lb is irrelevant as is because each class gets ther own leader board (except timed runs of course). Mages shouldn't be the best at everything.
1) its twice as far. I made a mage and tested it in the guild hall. From where the center isle in the "forest stone" guild hall begins I can go about 60% down the row w/ skyward strike. My mage went all the way to my stash -.-
2) you aim it by pointing your character in which direction you want to go -.- I figured that out pretty fast in PvP. Otherwise I probably would have caught a mage or two.
PS: you were the first mage I saw using this skill to flag psykopathic. Kill and I had zero chance of catching you and you know it. And distorting the properties of gale force is easilly double checked w/ a mage and a warrior (even friends) since it is respec weekend.
Last edited by Crowsfoot; 09-15-2013 at 08:02 AM.
You think it a little nerf? Lol, it a terrible nerf for mages. Mages did't deserve to be nerfed, but they still got, and you are still dissatisfied? Omg.
Mages never had dash skill and couldn't flag normally, and now, when they have at least stupid skill, actually useful only for moving, you start crying, bravo.
It's 2x as your skills? Lol. Dont you care that it not 2x distance even though it takies more time to dash that you skill? Don't you care that its very hard to control direction and using it in fight mages just fly away from enemies? Don't you care that your skill is good everywhere and helps to attack?
Last edited by anibiag; 09-15-2013 at 09:05 AM.
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Ok just close this thread now we figured out the problem, he's basing his opinions off fight me instead of a normal Mage hehe. I have done my tests also btw. Raced a few diff rogues down long hallway stretches. Rogue wins race 100% of time. I do not always get to choose where I go I just have to be alot closer to you to get drawn towards my target. As I said in my sorc discussion thread, the mechanical differences in mages dash compared to the other classes is completely logic based and wouldn't make alot of sense to make them all the exact same IMO.
Read my whole thread. And you would know I agreed you need a dash -.- also making you have to charge shield wasn't a nerf. It was a glitch that you recieved full benefits without charging -.- obviously rouges have the farthest dash but they hit the nearest target limmiting distance dramatically. This leads to my personal opinion that wind should be a bash type skill like the dash of the other two classes.
It apears to me your purpose on posting here is to deny any real problems with this skill. Because you know you can get unlimmited flags with it and it benefits you 100%
Again read my thread in its entirety I offered constructive ideas to help this skill become better (as has taejo and I truley value his opinions). I am not happy with this skill due to it being a 100% get away chance. Also its only real purpose is flagging. Whena push back, armor increasing, dash, and stun skill has real potential in pve. Also I hav added a new adaptation to this skill in my original bulk writing.
I have also added ideas to change the skill constructively in other threads. I'm just trying to get you to realize that I CANNOT always go the direction I want. Add me in game and I show you some time.
IMO the skill does have to be nerfed. That being said we also need a dash so maybe just a reduction in the distance of the dash is required. Suggestions A+B i would be completely fine with, especially opt B. I love the thought of a Tornado ramming into people. With the end 'ram' inflicting dmg and stun on 3+ mobs (giving option to add more mobs as a skill improvement) to make it still a kind of AOE.
Also the nerf would mean that PVP would be more of a level playing field. There should be little complaint from us Smurfs tbh as if you can play well enough you dont need a dash anyway (im not for one moment suggesting i am btw). Our stun skills when used correctly can easily disable any opponent giving us enough time to casually swagger away wiggling our shiny blue arses .
What everyone has to remember is that our class is ultimately a CC class and if you want a class where you need stealthy speed you should pick a rogue, they are just as squishy as us, and if you speak to any rogue they will tell you they die alot more than the other classes, making their dash a necessity . Like Crow said earlier in the post each class specialises in its own area of expertise and theoretically as a mage you should never be put in the position where you need to be able to dash away. We are not assassins, we are not tanks (though apparently i think i am), we should be the ones inflicting dmg from outside the carnage rather than in the middle (and i know Crow and Kill will be glad im actually acknowledging this at last ).
This is just my opinion (though i am mainly a PVE player and a fairly new PVPer), and i would welcome a nerf/alteration to the Wind skill using your idea in opt B. Sorry if you other smurfs disagree, but i dont believe that we should keep this skill as it is, just for the benefit of flagging.
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So,
I promised I would chime in on this thread with my thoughts and, well here goes:
Currently I believe the wind skill is on the right track. There’s a few things that need some tweaking, but I believe STS made the right decision to modify the skill and provide mages with a dash ability, additionally I think that they applied that dash skill to the right skill, it just doesn't make much sense on any others.
That being said, here are some thoughts with regards to the skill and how it has and or will affect both PVP and PVE scenarios.
Also – I was in a few matches with Psyko who was flagging the whole match and I was able to catch him a few times, and while he’s a tough bugger to kill, I was able to do so. Most notably I caught him on a few instances where he ran into the wall or I was able to stun him with Slag as he ran past me. I was able to catch him with SP also if he was ahead of me and used Daggers (charged normal attack) to stun him if my pet hadn’t ‘caught up’ to us yet.
Problem(s):
The dash is directional and does not ‘go to the nearest target’
Mages are ‘out of commission’ too long after the dash
Outward Squall is no longer a viable PVE skill since a mage cannot control where they end up
The dash sends a mage further than Skysmash or Shadow Piercer
Impact(s)
The impact of the Dash being Directional enables mages to control their direction and makes this a flight skill instead of a fight skill. It’s obvious that this skill is now a viable option for mages to use as a way to ‘retreat’ from battle or flag in PVP as opposed to using this skill to ‘control’ groups of mobs and push them into the environment walls or corners.
There’s such a long global cool down on this skill that it puts a mage in danger after its use.
I’ve only met a few mages who knew how to use this skill really well in PVE, but essentially by adding this dash to the charged version, they have negated the effectiveness of Gale Force’s Outward Squall skill in effective crowd control.
This means less mana consumption to move the same distance. SS and SP are both relative mana hogs for toons who have relatively speaking, low mana anyway…
Solution(s)
So, I’m not by any means saying that I have an end all be all solution. But I’m happy to throw some thoughts up on the white-board
I believe that giving mages a dash skill is a nice addition to the class and sort of necessary, but the problems with the current setup is cause for concern. I believe that in order to make Gale Force a skill that’s a feasible PVE skill and not just something mages would use for flagging, the following changes could be made to the skill and give it some viability in both PVE and PVP (for flagging, which I’m assuming is all its used for anyway…).
The dash should
a) not require charging
b) not be added onto a subskill since neither SP nor SS require sub skills in order to take advantage of the dashing feature
Also: The uncharged version should have a ‘chance’ to stun (not sure if that’s how it currently is or not, but based on what I propose below I think it would make it ‘fair’)
Some additional thoughts:
I don’t ever see a mage ‘wanting’ to get into a melee fight with any toon or MOB, thus I don’t believe it should send a mage at a target. I believe it should remain a ‘flight’ skill rather than a ‘fight’ skill.
Lastly:
I think the devs had it right with the backwards dash – with one exception. It was reversed… The Dash should shoot the toon forward and the wind should fire backwards. This does a few things:
1 – it enables a mage to continue to use outward squall subskill as a quality strategic PVE skill
2 – mages can still ‘dash’ to speed up their movement, and wouldn’t need to charge the skill to do so
3 – while dashing they still get the benefit of damaging both MOBs or other PVP toons that are hot on their tail
To wrap it this all up in a nice bow for people who don't want to read a wall of text:
Keep Dash
Put Outward Squall back to the way it was
Change Gale Force to not require a charged attack to dash
Shoot wind out of the toon’s rearend and dash them forward (essentially the reverse of what the skill was prior to last week)
Shorten the ‘global cooldown’ related to the dash at the end of it to reduce the mage's vulnerable time
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My option B seems the most popular. Lets be honest, besides the purple goo (essentially clock) the ram attack of the shuyal mages is most powerful. They stun you and change position (changing position gives up the aggro fire and ice pull) and stun is the best weapon for a mage. Perhaps keep gale force exactly as is and just concertgoers ram. If the mage can burst into the middle of some mobs (briefly seperating them) and then drop their click (you are in the middle so you hit everyone) you will still have time to return to the outside of the pack (on account of stun). All around a combo like that gives me time to regain aggro with windmill, and of course, heal the party. Additionally this boost in winds PvE power makes it less OP for running away in PvP. This way the positives over way the negatives (across the board, I know this is the best flagging skill. However its not fair for other classes right now).
I agree with taejo's layout here. For the dash, reduce the distance (we can do without that final slide), get rid of the small stun that comes after the slide, and cause to ram targets in front or to the sides. This means we couldnt just run through a group, we would ram into targets, but only if they are in front or to the side, we would not ram behind us (similar to how fire ball is without 1st upgrade). This would help in attacking for both pve and pvp, so we dont run past our targets, but we would still have the option to run from whats behind us. Yet, with the small distance decrease, we wouldnt be uncatchable.
Ok it appears we have two very insightful threads going on at once about this. Based on the majority of suggestions/desires posted in this thread, I have tailored my idea so that dash is not a charged ability. You can check it out there. (sorry Crow, not trying to take away from your thread, but I don't want to spam the forums either)
Last edited by Taejo; 09-16-2013 at 12:59 PM.
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