We want throwing Items!!!

Could essentially be an alternative to bows. I think all the bow skills would also work with throwing knives. Would require a replacement for quivers too. Would have the option of using a shield with throwing knives, or perhaps something offensive in nature that increases throwing speed.
In Wraeclast, if someone tries to kill you... you just kill them right back.
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Trapperkeeper wrote:
Could essentially be an alternative to bows. I think all the bow skills would also work with throwing knives. Would require a replacement for quivers too. Would have the option of using a shield with throwing knives, or perhaps something offensive in nature that increases throwing speed.

nah i would only see the possibility of having pot-pot, pot-shield and pot-dagger
ZiggyD is the Labyrinth of streamers, some like it, some dont, but GGG will make sure to push it down ur throat to make you like it
but if you got a Unique Throwing potion it would make it hard to refill em to store... i prefer my CD idea, more IAS= faster refill
ZiggyD is the Labyrinth of streamers, some like it, some dont, but GGG will make sure to push it down ur throat to make you like it
they have throwing skills already...kinda

traps and mines



but yea i would love to see a mara pick up a corpse and wing it at something (remember those things in D2 that puke corpes :)

also javs and shrikens and throwing axes/knifes
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I'd like to see an offensive flask that can be thrown like a grenade like the poison gas bombs of Diablo 2.
"Danger is like jello, there's always room for more."
http://www.twitch.tv/vejita00
i do not want to see thrown weapons. i do not want to see quantity introduced as a gear mechanic (i love how we use flask charges instead of potions) and i don't think a charge system would work for thrown weapons (or arrows for that matter, good thing we aren't doing that)

however, i would like to see thrown flasks as clive suggested. because it wouldn't use a weapon slot, it wouldn't gimp the character while still using the flask charges mechanic, and would give us an opportunity to use interesting cooldown-based offenses in an organic way
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CaptinSupreem wrote:
Additionally, you have not really said why a quantity mechanic is in fact a bad thing, as in, you have not provided a reason to support your conclusion that a quantity mechanic would be bad for the game.
because going back to town because you ran out of javelins (or god forbid arrows) is fucking lame
time for me to do a serious post in this thread:

I think throw-able flasks/javelins/whatever is a bad idea.
you'll need to get back to town when you run out (and be extremely vulnerable until you do).
you'll constantly need currency to buy them from the vendor, in a game where there is no 100% reliable way to obtain said currency.
planning a build around them (like "Alchemist") won't work.

the idea I did like, is knives and 1-handed axes that can be thrown (then "magically" find their way back) as well as melee'd with.
a ranged weapon that doesn't consume itself, forcing you to re-stack - in a game where you can't always afford it.
and since those would be "permanent" throwing weapons, there should be range and damage penalties in place, as well as skills and support gems increasing a "thrower-melee" build's efficiency.
Alva: I'm sweating like a hog in heat
Shadow: That was fun
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CaptinSupreem wrote:
I might add that no one seems to mind that a quiver has an infinite supply of arrows, so how is an infinite supply of throwing weapons any different?

because refilling sets an Attak speed basis on the items
ZiggyD is the Labyrinth of streamers, some like it, some dont, but GGG will make sure to push it down ur throat to make you like it
"
johnKeys wrote:
I agree with this.

next time a white, 1-socket item drops from a map boss or Piety/Kole - I want my character to be able to pick it up, and throw this s**t at some random monster for critical damage and elemental status ailments :)


loved it XD
"Ta-Ta, not-a-cockroach"

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