I mean, sure, but Tryggr - again - was a professional raider. He was in the upper bracket, too. 'Strong enough' wouldn't cut it in my opinion, especially with how cold/logical ol' Sparky seemed. Completely writing off Gale's capabilities - despite the evidence to the contrary we've seen - as 'making do' when we haven't even bothered to ask the one proficient Gale user we have is a waste.
All solid evidence we see is that Gale is
not good at dealing damage. All evidence to the contrary to this requires supposition and assumption. Surely Eric wouldn't waste training dice on researching an inefficient attack. Surely Tryggr wouldn't waste time working on something that isn't useful. Surely, surely, surely.
Blackhand is good at Hugareida and knows Gale well enough to say that it isn't good at dealing damage. He's the most experienced viking we know, on top of being specialised at Hugareida, and even has other Hugareida to compare against. Tryggr literally has one Hugareida that we know about, and again, you work with what you have, not what you wished you had.
Tryggr got perfect blocked by Halting Vortex. Sten didn't use Gale. Eric barely qualifies as a 'warrior' when compared to the people we deal with nowadays. The only data we have on Gale being bad at damage is Eric's 1 damage trick - again, Blackhand never said it was 'bad', merely that it wasn't its strong suit.
Like, I don't know why your so insistent on Gale being god awful for offensive purposes? Blackhand told us damage wasn't its strong point, and suddenly it's useless for combat, and everyone we've seen using it for such is using it wrong? Asking Tryggr when we got the time to do so wouldn't cost a thing.
Yes, and we happen literally ignoring or explaining away those datapoints not in favor of a damaging Gale trick because it doesn't fit our plans of making a good alternative to Kindle-Spinner.
Asking Tryggr would have the opportunity cost, of you know, other actions we could be doing.
And again, I'm not opposed to using it for combat, I am opposed to using it in a role of doing damage.
I mean, my assumption is that it does worse damage or has worse other effects than other equivalent options on a per orthstirrr basis. I would, for example, expect a 3 damage Gale Trick to compare with Kindle Spinner in the following ways:
-Not as fast.
-At least as expensive, possibly more so.
-Single target to Kindle Spinner's AoE.
So, basically, worse in every way except the actual damage number. Quite a bit worse since it's doing damage to only one target for the same high price tag. I would hope it would also knock people over or have some other utility effects, but that's a maybe.
But basically, damage number doesn't tell you everything about a Trick by any means and I'd expect a Gale Trick with the same number to have other down sides more than I'd expect those numbers to be impossible.
That's not how damage numbers seem to work based on other stuff we've seen. Upping damage by 1 never costs more than 1 or 2 Orthstirr onto the trick's cost...other costs are for other things (like added range).
If that's the case, why don't we just make an 4-8+ damage Kindle Spinner equivalent trick instead, or at first? If we can just pump more Orthsirr into a new trick for damage, that would be
wildly more productive.
It would be useful against a huge array of enemies,
even fire-resistant ones, by virtue of sheer damage. We could instantkill groups of foemen.
Sure, if we're willing to burn twice the Odr and a consumable. I'd rather have a trick with slightly higher Orthstirr costs than expend those things. The training is a bit more arguable, but depends on what kind of Tricks are actually available. I'm not saying we take a Gale attack no matter what, but we literally have people around to ask about that, so we should see what our options are before dismissing them entirely.
You mean, people like Blackhand? Who, you know, already gave his opinion on the strengths and weaknesses of Gale?
Also see: Just make a better Ignition damage trick.
Plus a trick taking longer to cast is also a severe indictment against it in pitched battle. The action economy is god.
Sten's trick wasn't intended to do damage. Tryggr's attack hit Halting Vortex (and was thus did nothing no matter how much it di) so it could've done 8 damage for all we know. Eric's is the only one we actually know the damage of and it was clearly just not very impressive as Tricks go.
And the big disadvantage of being fire based. Which is only a disadvantage under some circumstances, sure, but we need something that isn't sometimes.
That's not a good reason to work on developing a mediocre damage hugareida.
You know what else we could do? Finish Recall, which we need for Seidr anyway, then get Fast Recall, then hit people at range with weapons that we then recall. If ammo is such an issue. This even comes with the benefit of hitting people with rune-enhanced stuff.
I mean, it would've been 4 damage with our shapeshifts and broken his armor in two hits if we could set that up. But in the end it would've been a bad call because Sten is actually a ranged specialist, so engaging him at range would've been bad even with much better damage than that, but that's not the situation we'd actually use it in.
I mean currently the best use case of such a limited wind hugareida is like, Fire Giants, who would turbomurder us at our level of power. If it's not AOE we'd rather use kindle spinner even against fire resistant Foemen, and we'd rather melee other fire resistant people, on top of us, you know, liking melee compared to getting into a ranged hugareida battle.