Javelins have an unreliable moveset that misses the enemy most of the time.Specificaly the 2nd and 3rd attack misses most human sized enemies and is only consistent in larger foes.Please rework the hitboxes.
It’s true that javelins are not easy weapons. Yet i haven’t tried them a lot lately. Is this failure a “product” of the last update?
I will check it later on my console and come back to you.
But yes there are things that javelins need nonetheless, like more dmg while we throw them for example, or accuracy from the center dot. I hate the fact that aiming needs target lock in this game in most of the range situations.
Javelins have been pretty bad for a while.
Going over the issue the OP has first, they have a cone attack, but the issue with cones is they are smaller the closer you are. Couple with the fact the weapon propels you forward and you have a bit of a mess. They’re also pretty short weapons (from what I’ve experienced).
I don’t have the devkit updated at the moment, so I can’t check their cone with other weapons. But I suspect there is something that could be fixed there. But the jumping animation complicates matters too. Its actually incredibly hard to hit something in melee above the lower part of the chest. And if you play on a server with any sort of latency above 50ms, you can forget about it.
Now that isn’t the only problem with Javelins. Their damage compared to one handed weapons is low, especially since you cannot heavy attack with them. I liked how mods handled them where you could get light and heavy attacks, where you would use Kick/Block/Throw key to throw the javelin but only if a Shield, Torch, or Throwing Axe was not in the off-hand. Meaning if you were using a shield with the javelin, you had to unequip the shield to toss one. I dunno how clunky that would be for controller though. But it allowed for the Javelin to do somewhat competitive damage in melee.
The last issue, used to be much worse. Javelins originally didn’t even stack. You had to equip a new one every throw. But I’d say that having them limited in ammo in the way they are makes them kind of unreliable still. The damage on a thrown javelin is still not great enough to warrant only a few in a stack.
What I suggest here is one of two things. Either increase the bonus damage of a thrown javelin by double if not nearly double at least 60-100% more damage. Or remove the stack/ammo portion. You effectively would get as many javelin throws as you have durability. Though for some balance sake, throwing a javelin would inflict more durability damage than a melee hit would (5 or 10pts of durability per throw). I would do something similar for throwing axes. This way both weapons are more maintstream and common than being gimmicks.
But the suggestions in those three categories I would address in the order given, as being able to reliably hit with them is very much most important.
I would say it’s decent, not low. Then again i failed to understand the op how someone can miss an AoE attack, since the second is AoE.
You can, but only sprint attacks and it’s right to the face of the opponent, it’s a skill attack however it needs training. Yet it deals a good amount of dmg.
Someone can do a full pve session just with javelins and shield, even win alone a purge lvl X, but they could be better, not op just better, yet they don’t suck they are okish .
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