Rework ‍Mighty Throw

the Barbarian, as a melee class, its skill design should be full of a sense of power and beat sense. However, the Mighty Throw skill turns out to be quite boring and lacking in beat sense in practical experience, which is disappointing.
First of all, the animation performance of the Mighty Throw skill is too simple. When using the skill, the Barbarian simply raises the weapon and throws it forward, lacking sufficient movement details and visual impact. This makes the entire skill release process very monotonous and unable to provide players with visual enjoyment.
Secondly, the skill damage feedback is insufficient. After hitting the enemy, the damage effect caused by Mighty Throw is not obvious, and there is no strong sense of beat. The enemy’s reaction to being hit is also not vivid enough, unable to let the player feel the actual power of the skill. This lack of feedback in the design makes it difficult for players to gain a sense of accomplishment when using skills.
The barbarians look like my grandma who can only throw the weapon on the ground instead of the devil’s face. :clown_face:

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I agree…
It is difficult to see the power. Sometimes I’m killing Duriel in 10 s in T4. Next try I need with the same rotation up to 60 s??? With my SB I only have to look at Duriel and he is dead.

The biggest reason I absolutely hate mighty throw is how it locks u in place to throw. The way Deathblow allows u to smash down and continue moving forward and swinging is the way Mighty Throw should be. It drives me nuts that I can’t throw while continuing to press forward in the dungeon… It makes speed running with it impossible.

For this reason, I stay Deathblow at Pit 90

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Mighty Throw should have been Double-Throw like D2.

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I mean… Maybe we are all dumb, and we are supposed to be dual wield throwing with Ramaladnis. Has anyone tried a dual wield throw instead of 2h mace or 2h pole arm?

I have.

The 2h passives, glyphs, and techniques allow for more damage.

Herein lies one of the major faults of Barbarian design. Having Passives that benefit only 1H or only 2H or even worse, only certain weapon categories is hotdog water levels of design. Tying Ramas to only Skills that use 1H immediately makes it unusable for a large portion of builds also.

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We’re riddled with momentary garbage buffs with multiple unnecessary limitations.

It’s infuriating.

Our aspects are pure trash. Almost every single barb build has aspects, mythics, and uniques that are generic for every class. Maybe 1 or 2 (out of 12) slots are Barb specific. Unless it’s DD or EQ related… lol

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Mghty throw reminds me of hota but triple that + pulse.

Another difference is i could throw from one end to another end.

Downside to MT is reliance on orange number without which it is really not viable. Well this is the season of orange dmg with SB being the only one able to get away with just yellow dmg.

After not performing well enough with WW, I tried mighty throw. I really didn’t enjoy the style. Maybe it was my lack of experience but sometimes bash stacks seems to trigger overpower sometimes doesn’t seem like that.

Also it feels clunky not smooth at all. Leap quake will be my next stop.

I recently got the Shroud of False Death and tried Mightly Throw and damn, it makes my gaming that much easier even though MT is not my bread and butter. I’m running Bash Cleave with Mightly Throw and a sprinkle of Violent Hammer of the Ancient and I can orange damage all the time. Good time in Infernal Horde. Now if I can only get my apects maxed out and the Ring of Starless Sky.