Lack of Throwing skill on Primalist - add Dual Axe Throw

Lack of Throwing skill on Primalist is dissapointed for me
while barbarian-type/ancestral type characters in fantasy and games are mostly used to throw axes

i wish for smh like: Dual Axe Throw skill to be added in future.

I’m completely okay with Primalist having no throwing skills. Not all classes needs to be jack of all trades that do every kind of attack or spell or dmg element. I’m completely sick and tiered of the class homogenisation we had in LE.
Back in the day I joked about a void paladin build we’ll see sooner or later because people cry for element conversions and the devs think it’s a good idea. Then someone popped up and said “Here’s the guide for it.”. I want classes to feel different to have a reason to play them and I don’t want a grey mass where everything is the same but the model… at least in a class based game without freedom of skill template choice.

So nah thx I’m good but I can understand your point of view and the wish for weapon throwing skills.

and im not okay. Im playing only primalist and not interested in any other class. For me - where is only one class.
don’t even comment what you writed later as it’s just low stuff. You are trying to be over-intelectual while speaking - adding throwing skill to a primalist will change feel of the class…
no… throwing barb is classic. You are not making it different by removing or adding throwing tag to a skill but by sum of a stuff on a skill - which makes it unique.
get out to your guides

Barb doesn’t exist in LE. It’s one of the most requested, so it’s very likely it will be added at some point. Whether barb will be a primalist mastery, a sentinel mastery or a class of their own with new masteries remains to be seen.
Maybe when it gets added there will be throwing skills for them.

Theme is very important for EHG. Mages don’t have a summon because they didn’t want them to have a summon as it’s not part of the theme. Primalists don’t do void damage because they don’t want them to have void damage as it’s not part of the theme.

Likewise, many masteries don’t have dual wield because they don’t fit the theme.

So if you want throw you have to play something else. If you want to play primalist, you can’t have throw.
If you want both, you have to wait for barb and hope it does get added to primalist and that it has a throwing skill.

Otherwise the only chance you have to get what you want is if the devs add some unique that changes one of the existing skills to throwing.

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People asking for some kind of real physical fighter for a long time and if this ever happens and EHG is listening we might see something like this. Adding a throwing skill to class with nothing to help throwing skills wil be either an afterthought and implemented in another way that makes baseline systems even more of a guideline then system that should be cared about or B they throw out stuff to add throwing dmg nodes into the passive tree what makes a already not that well performing class, in the big picture, even worse just to throw something.

Throwing barb might be a classic but sadly LE hasn’t implemented all classics so we either need to wait for it or you need to play classes that throw stuff untill it happens.

Changing a whole class, if you don’t want the skill to scale with something stupid that makes no sense, to make a newly implemented throwing skill viable is a realy strange thing to do and I’m still against it. On the other hand here you et another bump for your idea and more people might see it and if hundrets of people want a throwing skill on the Primalist you might get one. So even while I’m disagreeing I help :stuck_out_tongue: .

Or use an unique that makes your toon throw axes? It’s already there ^^.

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Yeah, but there are no scalability options for it. If they added something like “convert melee damage to throwing damage”, then you might make it work.
Even Vortex Pennant is worthless for sentinel builds, let alone Riverbend Grasp, which is what I assume you’re talking about.

Bottom line, though, we’re not likely to see throwing on primalist until they add a mastery that uses throw.
Much we’re not likely to see crossbows added until they add a mastery that uses them (Mike’s actual words).

If you’re interested in throwing Sentinel and Rogue both have many different throwing abilities that you may enjoy.

One way to accomplish something resembling throwing on a Primalist is to leverage the Spriggan Form ability and focus on their Spirit Thorns ability. Any Primalist can unlock Spriggan Form but the Druid mastery has the most benefits for Spriggan in general.

That’s kind of my point. There is no scalability for a throwing skill in Primalist so asking for throwing skill is counterproduktive and you get the same using a unique. Sure they could change all existing systems and make another expectation to scale the throwing skill differently like with melee or spell damage. Including any kind of skills for reasons that isn’t supported at all is a silly idea in my book.

That’s why I don’t like the idea at all. It’s like if I say the Marksman needs a melee skill with his bow because it’s fun to hit stuff with a stick. Makes no sense no matter how funny I think it is because it’s not supperted by the mastery.

As I said LE once had differences and reasons why you pick mastery A over mastery B and they watered it down so much it’s a disgrace. Adding more to this you could simply give everyone the option tho pick and choose the class and mastery they want and only the model of the toon makes a difference.

I just don’t want to see LE becoming a even bigger grey homogenized mass then it is already.

Why would they need to change all existing systems? A simple “You get 1% throwing damage for each 1% melee damage/You get +1 throwing damage for each +1 melee damage” would be enough. And I’m pretty sure we already have uniques that do similar things to that.

But in this case you even have a skill that is fitting for the theme, which is Serpent Strike. It even requires a spear, which makes sense to be able to throw. So a unique that turns Serpent Strike into a throwing skill, loses/converts the poison and adds the above mentioned affixes wouldn’t actually be thematically misplaced.

I don’t think they will do it (much like an Elemental minion would be thematically fitting for Mage but they still don’t want them to have a minion), but it wouldn’t be forcing it thematically.

afaik we don’t. and that throwing attack would nuke the planet with that scaling. it’s not that easy and i don’t want to go down the same bad path they took in the past where minions all of the sudden scaled with a lot of other stuff then minion stats only because players who played minion bilds cried the devs a river that they need to invest to much in minions.

They can implement uniques that make grannys fly who cares? Uniques are there to change up systems. Sadly some are badly implemented but that’s not hte matter right now. There are options to do intresting stuff with uniques and that’s what uniques are for. I still say we don’t need to water down the base systems of the game so we can have a throwing skill that scales with" your mom because reasons" (just using this phrase to overdeliver hte point so everyone gets it).

That’s the next thing. From all the lore I’ve heared about LE (what isn’t that much) there was never a mage with a pet. Correct me if I’m wrong but to me it looks like learning to throw lightnings and meteors don’t leave enough room. Then again maybe we get an elementalist mastery down the road who is able to spawn elemental minions. It’s a realy low hanging fruit.

But they don’t, apart from the attribute of the summoning skill & a few very specific uniques which don’t appear to have made minions “nuke the planet” if they didn’t before.

Why? If you’ve got 500% inc melee, or +150 flat melee, why is that ok for melee skills but bad for throwing skills?

The original Runemaster descriptive text was that it had golems.

You could say the same about giving the Mage a melee mastery & yet we have the Spellblade.

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https://www.lastepochtools.com/db/items/UAzCcBYCZiA
50% of added melee added to chaos bolts spell damage. Seems pretty similar to what I suggested.
If you prefer an older example: https://www.lastepochtools.com/db/items/UAzBsCYA4FYg
Simply states that the skill now uses melee. Doesn’t even bother with conversions.

If you were already nuking the planet with that skill as melee, sure. It’s a 1:1 conversion. Otherwise it will keep the same power level.

My point, which you ignored, was that it would still be thematically appropriate. It wouldn’t be a comedy skill. It would still make sense for the skill.
If you have a skill that requires a spear, why can’t you throw it? It makes less sense that the skill doesn’t already have throw conversion than for it to be as it is, if you think about it.

I sooo want a conjurer to happen. No permanent summons, but beings of light and fire and ice.

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Yeah, they’re often requested. And plenty of summons could make sense thematically for a mage.
You can have a familiar, golems and other types of permament minions, you can have temporary summons.

But it’s also thematically appropriate for them not to have them so far.
Because the main thing is that for a mastery to have something available to them, the passive tree has to support it. And there isn’t enough space on the passive tree for everything.

So mages can get minions from items. But they don’t have support for them in their tree.
Although with the t-tex relic they can potentially have a somewhat decent one, since the relic offers all the scalability within it. It won’t be as good as in other classes, but they could make it work as a side effect of scaling other stuff and still have a meat shield.

True true. I recently tried to make the bee idol work, but it just doesn’t. Not really.

But skills more akin to Wandering Spirits could still work without major rework of the passive tree and fit a conjurer. That the lightning spear is a spell and the familiar shoots your spells, aka no need for new nodes.

Or a shared damage increase on the main and special nodes on the mastery.

One can only hope, because for some reason I am a sucker for conjurers.

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There are many ways it could work. But the most likely scenario is that Mage will only get it with a new mastery at some point. Same for other missing archetypes in other classes.

Just give Avalanche a throwing conversion. I want to throw big rocks

Take a throwing skill… add up all possible throwing dmg you can get then add the possible dmg benefit you get from a 1:1 melee dmg to throwing dmg ratio. so at best you can get 260 throwing dmg if you have bis rolls in every available slot. Now pick up a world splitter for example 182 melee dmg that more then half extra damage. So either the skill deals no dmg at all to make up for the stupid gamebreaking ammount of extra dmg you get this way or it has some other downsides so you can use it once a minute. Throwing dmg is far less then then melee dmg and still pulls good numbers and if you do it in this simple way it’ll be broken in a “Yeah we offer you 40-60% more base dmg before multipliers have fun!”.

was yes.

Sure. I still guess we get a golemancer or elemental summoner at some point because as I said it’s a low hanging fruit. I guess that’s why they removed it from the Runemaster.

that’s 23 dmg. As I mentioned above by picking a random item you end up with 182 dmg easiely. If this is similar to you then there are more missunderstandings between you and math then me and math because to me this looks like almost 8 times more.

With the benefit of not beeing melee anymore? You get that right?

I didn’t ignored it. I even pointed out there is a unique that makes everyone throw weapons on enemies. I even admitted that is is crap but buffing a unique or making on is better then to change a baseline system by giving it 40% more base damage because all of the sudden there is a throwing skill that scales with weapon damage. Make it a unique, give it reasonal numbers and everything is fine.

Give every projectile skill a throwing convertion because they are thrown so to speak ^^.

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Yeah, and this is where balancing comes in. Though the original suggestion was to take a melee skill & change it to a throwing skill, so it wouldn’t have the default ~200% (ish) added damage effectiveness which is how throwing skills generally make up the deficit of having lower flat added damage.

No, not really.

You have skill X that does Y damage at Z effectiveness. It’s a melee skill. You get 400 melee damage + 500% increased melee damage.
This melee skill will now do (Y+400) x 6 total damage.

Now you convert melee to throwing, without changing anything else. The now throwing skill will do (Y+400) x 6. There is no change in damage at all.

The reason why throwing skills do well despite having less affixes available is because those skills are balanced around that. They get higher base damage and/or better damage effectiveness and/or they have multiple projectiles/pierce.
But simply doing a 1:1 conversion on a melee skill to a throwing skill will change nothing, except that your skill is now throwing.

You can argue that it becoming a ranged skill that it should do less damage. But that is also simply a matter of adjusting numbers, like “Melee damage bonuses are applied to throwing at 80% effectiveness” or 50% or whatever until it’s balanced.

This does not, however, prevent the possibility of creating a unique to change a thematically appropriate melee skill into a thematically appropriate throwing one.

That’s not 23. That’s 23 from the weapon only. If you add a bunch of melee affixes to your build, it will grow as well.
And, as I pointed out above, it’s stated as 50% because of balance, which you could do for throwing as well.

And you could even make it so that it’s a unique spear, so you don’t get bonuses from any other weapon.
There are many ways you could make this work, stay balanced and still be thematically appropriate.

I don’t particularly want it to happen. Not do I think it will. But it wouldn’t suprise me at all if they did.