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[Poll] Throwing weapons in PoE 2


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In Tyranny, I was weirded out by throwing weapons not requiring ammunition stacks. This is dumb given that I prefer abstracting away ammunition for launchers, but for some reason I have a different reaction to this with javelins than with bows.

I felt the same. It's not a huge deal and it's technically no different than having unlimited arrows with bows, but you can reasonably carry around a lot of arrows in a quiver whereas you can only carry around two, maybe three javelins at most.

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It feels a bit weird although I am a passionate proponent for unlimited arrows/bolts/bullets. One could solve this by allowing a limited use per encounter. For example if you find a javelin it allows you to use it in melee (why not? It's spear after all - also works with throwing knives and stuff) and you will get the additional ability to throw it three times. The ingame description would tell you that it's actually three javelins - but you will see only one in your hand for obvious reasons. It's basically like a spell binding like it already is in the game. Think of a spear you can find which also allows for 3 uses of Thrust of Tattered Veils per encounter - only that the Thrust of Tattered Veils is a flying javelin in this case.

 

This would be the easiest and most plausible solution I'd say. The melee stats could be worse than those of dedicated melee weapons. But since we will also be able to use pistols as clubs with a modal I guess there could be some way to realize this without too much fuzz.

 

And I would like to see throwing weapons. 

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I miss the unique ammo types we had with the Infinity Engine. That made it feel like I had to do some logistics planning. Now it's just pew, pew, pew...  :cat:

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I miss the unique ammo types we had with the Infinity Engine. That made it feel like I had to do some logistics planning. Now it's just pew, pew, pew...  :cat:

 

I thought Dragon Age: Origins got ammo right: you never ran out of basic arrows/bolts, but you could also load consumable specialty versions.

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Hmm, they could let us craft a variety of "missile enchantments" that we could apply to our current missile weapon of choice, which would let us fire of a series of X missiles having said enchantment. Hence a Flaming Missile: +5 accuracy, +5 fire damage, 10 shots. That would at least give the ammo some flavor.

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It feels a bit weird although I am a passionate proponent for unlimited arrows/bolts/bullets. One could solve this by allowing a limited use per encounter. For example if you find a javelin it allows you to use it in melee (why not? It's spear after all - also works with throwing knives and stuff) and you will get the additional ability to throw it three times. The ingame description would tell you that it's actually three javelins - but you will see only one in your hand for obvious reasons. It's basically like a spell binding like it already is in the game. Think of a spear you can find which also allows for 3 uses of Thrust of Tattered Veils per encounter - only that the Thrust of Tattered Veils is a flying javelin in this case.

 

This would be the easiest and most plausible solution I'd say. The melee stats could be worse than those of dedicated melee weapons. But since we will also be able to use pistols as clubs with a modal I guess there could be some way to realize this without too much fuzz.

 

And I would like to see throwing weapons.

Like this Idea alot actually makes them totally different from either melee or ranged. A unique solution that sounds fun.

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The easiest solution would be to give a per-encounter amount of ammunition for throwable weapons. So you don't have unlimited missiles like you'd have with launcher-type ranged weapons but you still abstract out the long-term ammo management. Whether you prefer launchers or throwables, you shouldn't have to buy your ammo separately and keep a massive stock of it.

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Harpoons and other throwing weapons often had rope tied to them which enabled the user to pull the weapon back to them after throwing.  Could be something similar here?

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I do miss throwing axes, the dwarven thrower and the occasional +2 ammunition. But then again i think the different types of ammo also served as a tactical minigame (resistances, immunities), which i dont think cannot be directly translated to PoE.

 

I would still like to see that more tho than the throwable alchemy stuff.

 

On a sidenote: why are there no weapons in PoE restricted by attributes, race or disposition?

Edited by Duskshift
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On a sidenote: why are there no weapons in PoE restricted by attributes, race or disposition?

 

Presumably because they didn't consider restrictions on the basis of any of the above to be worthwhile.

 

Attributes and race could make sense in that you wouldn't expect someone with 3 Might to be twirling around a pollaxe and a stiletto used by an orlan assassin probably shouldn't be usable by the Aumaua who killed him (though this is probably worth overlooking for the sake of simplicity since the same reasoning applies to almost every type of wearable equipment out there), but disposition restrictions on weapons wouldn't really add anything beyond arbitrary and highly debatable characterizations of particular weapon types. Why would you have to be stoic or passionate (or diplomatic) to use a particular weapon, for example? Maybe cruelty or deceptiveness is more what you had in mind for assassin's weapons like daggers/stilettos, but it'd be completely absurd for the game to mandate that anyone using these weapons would have to be some sort of sadist or con-artist. It's best to leave the weapon and disposition relationship to how weapons are used, not what types of weapons they are.

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Disposition gated items would be problematic with NPCs. Garodh's Chorus and Cladhaliath both did something like it, though, with different versions depending on your choices as you acquire the pieces. More items like those would be cool.

 

Another possibility would be Paladin and Priest-only soulbounds that develop differently depending on your order/god.

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We can't have ammunition for normal throwing weapons while ranged weapons have infintie basic ammo, for obvious reasons. Maybe throwing weapons become less of the one weapon you slot in and fire forever, but a more specialist kind of thing - e.g. you find 8 throwing knives that are very powerful, or you find a magical returning throwing knife with some other kind of per-enc use limitation.

 

I'm not sure what interesting role they can occupy gameplay-wise, though, other than the coolness of having throwing knives.

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We can't have ammunition for normal throwing weapons while ranged weapons have infintie basic ammo, for obvious reasons. Maybe throwing weapons become less of the one weapon you slot in and fire forever, but a more specialist kind of thing - e.g. you find 8 throwing knives that are very powerful, or you find a magical returning throwing knife with some other kind of per-enc use limitation.

 

I'm not sure what interesting role they can occupy gameplay-wise, though, other than the coolness of having throwing knives.

an earlier poster made the best case for its role. basically they would act like melee weapons (slighly less effective though than melee only) but then they get a certain amount of per-encounter throws. to add to that I would make it so that each type of throwing weapon had its own status effect attached to the throw attack. like throwing knives would be bleeding and throwing axes could be hobbled. Sounds interesting and different to me and unique in role.

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Mechanically, throwing weapons could work as quickslot items. While I like Boeroer's idea, it seems to blend with using guns to provide bursts of ranged damage before closing to melee. In quickslots, they could provide a few weaker ranged attacks/encounter without competing for weapon slots, which would provide more differentiation.

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I would love to see throwing stars, considering that Josh and Kaz said that some of the fashion for outfits was not only inspired by African wear but Asian styles as well. I would love to have a ninja-like character with throwing stars ;)

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I miss the unique ammo types we had with the Infinity Engine. That made it feel like I had to do some logistics planning. Now it's just pew, pew, pew...  :cat:

 

I miss the idea, but I don't miss the hassle they caused. The problem is that I don't know if one can have one without the other, which leaves me kinda conflicted on the whole issue. Maybe that's why I always go either magic on melee :p

 

But on the topic, yeah, why not. Throwing weapons might be neat especially for some monk sub-classes. I don't really have any strong feelings one way or the other on whether to go with the unlimited stack approach or a limited stack size, although for a game where combat forms the vast majority of the content, the unlimited stack might be a more reasonable solution. I have no personal stakes on it in the short term, as I already know that my first character will be a big-ass Paladin with a big-ass two handed sword.

 

But now that I think about it, there could also be some sort of magical 'boomerang' ability that you can use to throw your melee weapon in order to perform a ranged attack. Not for paladins, but maybe for some multi-class Fighter/Wizards, maybe some spell like "Bob's bouncing boomerang - Throw your melee weapon at your enemies and magically guide it to perform x attacks, bouncing to y enemies before returning to your hand" or something.

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  • 8 months later...

I would love to see javalin, axe and throwing knives in poe 2. I dont care about ammo, but it should have enough talents, classes, abilities, etc so we could create a character around the "throwing weapon" concep . Otherwise would get old so soon.

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