4
« on: July 12, 2015, 06:41:58 am »
fuck all this qq. tl;dr - you are whining because you haven't learned to dodge and you forgot there are much bigger balance problems in this mod than just throwing. let throwing builds keep what they do but only if it requires a little more speccing so the hybrids will be less melee capable, take weaker shields, etc.
been over this so many times before and nothing ever accomplished.
i'm a level 37 pure thrower and i've played the class since crpg's website was just a black and white placeholder. get EIGHT broad throwing axes and it takes 2-4 to kill someone. throwing lances are 2-4 also unless lucky. if i dont just go after wounded, or peasants, or get headshots, i'm out of ammo and dead meat within the first minute of the game. i can downgrade to higher ammo count but those are weaker against decent armor and shields.
dont even joke about taking away jump throw or stagger. they're the only things making a pure throwing build much fun, they were taken out years ago and it didn't help anything.
throwing needs nothing but buffs until my MW jarids with 12 PT one-shot on headshots. as it is they only do it 1/2 of the time. fuck i've had TONS of headshots of two handed throwing axes and throwing lances fail to one shot. if our best equip doesn't headshot any better than a tier 1 bow and we get 12 ammo max before we're dead meat, there's nothing to complain about.
throwing has been the most consistently nerfed equip of this whole mod. you don't need a shield or a horse, just learn to dodge and their ammo is out fast. the only reason you're getting killed so much by throwing and it tops the charts so much is because bows and xbows aren't worth the points to spec into because their mechanics are nerfed to hell. don't fuck with throwing until you get archery in shape for good. instead of continuing the trend in crpg of fucking over diversity, killing alternative or interesting builds for the sake of 2h master race like you want to do to throwing, just rethink balance overall. it all started going downhill when they slowed spin slashes.
scoreboard toppers pick throwing because other ranged is shit now and too hard to transition into melee. last patch made lots of archers quit because the game is devolving into 2h/pole wars. balance was better three or four years ago.
at the MOST, if there's a nerf to throwing, it should be to require more PT to get the kind of accuracy it has now. so the low PT weapons should all function about the same but the higher ones would be less viable at a distance until you have a PT higher than the required amount and get that bonus, THEN they should work as they do presently. that way you've got to spec for it more and aren't going to be a multiclass hybrid bastard.
prune the damn branches before you decide to cut down the whole tree. throwing is going to get wrekt because the mod is headed for melee blah anyway, but the ideal balance is to arrange it into a few tiers that play differently based upon your PT. people with 6 PT who take throwing lances, for example, shouldn't expect to hit anything unless it's close. but I have double that, at 12 PT. as a result i have 0 PS and 0 IF, and i play without any armor. so why fuck me up? let me throw my damn throws.
throwing hammers are STILL useless. every single weapon in throwing needs to be rethought in light of how it is used by three different classes of thrower: those who just make the req, those with a typical hybrid build, and pure throwers. making the req should be enough for anyone to throw stars a short range, but it should take a full throwing build to do star-vs-bow duels like happens now. likewise making req for two-handed axes or lances should be enough for you to land a shot at 3 or 4 times melee distance, but they shouldn't become true "range" weapons until you've exceeded the requirement. all about considering what a build should have to 'give up' to use throwing as a ranged class instead of as a point dump for meleers who cant stand bows or xbows...