Logical Change to Galio's Bulwark and Rightious Gust

Valhalla Rising··2 votes·718 views

TL;DR:

-Remove damage from Righteous Gust and make it a trail that Galio leaves behind(AoE buff) -Add passive to Bulwark that grants Auto attacks stacking magic damage for 5 seconds.

Many players would agree Galio's mechanic's contradict themselves, and he should have more reason to be on the front lines initiating fights, dealing damage up close in place of ranged. To accomplish this I have some suggestions for changing Bulwark and Righteous Gust.

I don't know whether it would be classified as a "point blank area of effect", "self targeted buff" or both, but I believe Righteous Gust should increase Galio's movement speed and leave a wind trail behind him for the next 3 seconds or until he's traveled 1180 units(same skillshot range) that increases allied movement speed in the direction Galio traveled.

In addition, Righteous Gust should no longer deal damage.

Instead I think an offensive stacking passive should be added to Bulwark which grants Galio's auto attacks an additional 4/8/12/16/20(+8% AP) Magic damage stacking up to 4 times and lasting 5 seconds.

I'm not sure how much base and scaling damage this offensive passive should have but I think my estimates are a fair representation.

Overall the change to Righteous Gust would make that ability much more useful to Galio and his allies, as well as providing more reliable engages.

And with the Change to Bulwark it would provide a more sustainable source of damage that rewards front line skirmishes

These two changes combined would help define the role Galio Is meant to play.

5 Comments

WARLAG02 votes

I had also thought about adding a passive to his W, I wonder if that passive you stated would make him a strong top lane, anyways I dont know if something like that will happen. I agree his E needs some help, hmm I like its damage I wouldn't want it removed, I had always thought "why doesn't it slow down enemies walking in the opposite direction" though.

thePandev1 votes

That's just a bad nerf. He loses half of his damage pre 6 and that will take him out of mid lane, leaving him to be an underpowered top or a support.

Valhalla Rising1 votes

{quoted}

That's just a bad nerf. He loses half of his damage pre 6 and that will take him out of mid lane, leaving him to be an underpowered top or a support.

I think you are missing the main point of these changes, which is to give him more damage at close range.

The added damage to his auto attacks would end up doing more damage over time then righteous gust, and at no mana cost.

Please consider that Galio's main role is tank and should be tuned for that primarily. As a mage his damage is quite unreliable with only two slow travel speed, long cooldown skill shots, just not enough reliable damage to qualify as an AP carry.

Tiure1 votes

not enough reliable damage

Have you even played Galio?

thePandev1 votes

{quoted}

I think you are missing the main point of these changes, which is to give him more damage at close range.

The added damage to his auto attacks would end up doing more damage over time then righteous gust, and at no mana cost.

Please consider that Galio's main role is tank and should be tuned for that primarily. As a mage his damage is quite unreliable with only two slow travel speed, long cooldown skill shots, just not enough reliable damage to qualify as an AP carry.

Well according to your ''Main role is tank'' logic, Teemo should be reworked into ADC/Marksman.

Same with Lulu. Her primary role is a support. But it was later found out that she was a really good mid/top until she got nerfed.

Galio's secondary role is mage. And that's what he should be carved into. Galio can be a great AP off tank, and the changes you propose won't really do anything. It's like an underpowered Orianna passive, except she's ranged. I think the just needs a few AP ratio buffs, because 0.6 and 0.5 are pretty mediocre for a champion with two primary damaging abilities.

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