Throwing skills & stat bloat

I’m slightly confused as to why we have the “throwing skill” stats since, at the moment, there’s only ~2 skills that use them as far as I’m aware (Hammer Throw & Shield Throw), though I presume that the Rogue will have a few as well. It does feel like it’s a bit of more stats for the sake of more stats, when it also makes it harder & less effective to make a build that utilises both melee & ranged since you have to split your limited number of affixes between melee & ranged.

I would therefore suggest that instead of melee & throw skills we just have attack. That would let you stack attack speed to make your Shield Throw & Vengeance faster, Shield Throw would benefit from any % melee damage passives (of which the various flavours of Sentinel have quite a few). If that would then cause Shield/Hammer Throw to do too much damage due to inheriting all of the flat “attack” damage from the weapon you could give it a reduction to it’s added damage effectiveness. It would also allow Shield Throw (& Hammer Throw) to be echoed giving the Void Knight more choices.

he means he found out he coudnt build a void knight shield thrower and wants to get you to change it :smiley:

i’m assuming that the rogue will utilise thrown more but perhaps the change could be thrown to ranged and that way it covers bow attacks (assuming there will be those) as otherwise thrown doesnt seem to thematically fit bows.

Pretty much, though I don’t think it’s entirely unreasonable to want a mastery to be able to support skills you get from the basic class.

That said, why are there no affixes for throwing damage that can be put on weapons? There’s one affix that can go on a shield (throwing attack damage) but the other 3 affixes are for gloves, rings &/or amulets.

I assume we’ll get a lot more when the Rogue is implemented.

one big issue with shield throw is that it is very hard to scale its base damage outside of the ring/amulet mod, your main weapon/shield is basically just a stat stick which makes upgrading your gear a bit boring tbh, shield throw should somehow scale your weapons as well, even if it means nerfing the throw attack modifier

another issue is imo the skill tree itself, you are basically forced to invest half of your points into the CD reduction if you want to use the skill as your main damage, this pretty much pigeonholes every shield throw build into picking the same skill tree (which also makes it pretty boring) as there is almost no room to differentiate, the option to use shield throw as a CD skill is simply not alluring unless you buff its damage by like at least 500%, because there are better options like smite/forge strike which actually grant you massive boni for 4 seconds as a secondary support skill

Which is why I suggested changing it all to attack instead of melee/throwing so that Hammer/Shield throw would benefit from damage on your weapon and give it a much lower added damage modifier (possibly even going <100%).
Or, do as I suggested but increase the added damage modifier, thereby allowing Shield Throw to function as a cooldown nuke, but if you select the cooldown reduction nodes that reduces the added damage modifier to something more in line with the other spammable attacks. Thereby giving the player choice in whether to use it as a main attack or a cooldown nuke.

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