Divinity: Original Sin 2

Divinity: Original Sin 2

Throwing Weapons Armory- DE
21 kommentarer
Matchet 11. jan. 2024 kl. 8:11 
Future patch's crafting recipes were never made, I guess (?)
AetherVanguard 11. okt. 2022 kl. 20:00 
It's a really cool idea but wow they are costly, especially at the start of the game.
Gilgy 15. aug. 2020 kl. 0:11 
Have you considered making throwing Javelins? I've never seen it done.
Bongo 9. maj 2020 kl. 5:38 
The Throwing Knife of Disease doesn't seem to work on GM mode, any suggestions?
Col. Fagnificent 8. dec. 2019 kl. 16:35 
can I make a request?
- Similar to the Medicinal Dart that restores vitality, make one that restores or gives Physical Armor and another dart that does the same for Magic Armor. Pretty please and thank you ;3
MajesticNoodle 18. nov. 2019 kl. 16:29 
At least with Divine War all of these seem fairly balanced, only notable exception is the 2 turn knockdown axe is insanely strong. Even in Vanilla a no CD 2 turn knockdown is kinda crazy.
Kermitjames 2. okt. 2019 kl. 19:13 
I cannot seem to locate the shop keep in fort joy. Where exactly does she show up?
Krisys 19. aug. 2019 kl. 14:40 
Is it possible to get those items to be added to the game's loot tables instead of having them sold at one place ? It would be really cool :D
Boss Tripp 6. maj 2019 kl. 12:27 
is there a way you can make a weapon that can be thrown and just comes back to you?
lost_soul 27. apr. 2019 kl. 2:01 
So some daggers need a dagger to be equipped.. and some daggers do not? Is that planned for backstabbing?
Tachy 16. mar. 2019 kl. 6:44 
Can we get crafting for these? that would be amazing, also the scaling is a tiny bit too high
Haddon 9. mar. 2019 kl. 13:20 
These throwing weapons are awesome, though they are not well-balanced. The physicals scale too well, at least the knives and axes. I would say make them deal piercing damage, so they don't scale with Warfare, or turn down the stat scaling a bit. I am currently using an ambidextrous Beast to Backlash an enemy, then throw 3 knives into their back, next turn use a teleport skill and 3 more knives. It is costly, and doesn't work until you get to Act 2 (the first vendor doesn't sell enough), but god Beast is doing as much damage as my Summoner/Necro and his summon combined.
RandomHero 30. jan. 2019 kl. 16:22 
Curious if this is still being worked on, a craftable version would be amazing or even the option to have them as skills instead of perishable items, i'm a huge fan of throwable weapons in any game and i'm about to start a rogue build in this so they would be perfect
njnothere 16. jan. 2019 kl. 14:42 
im not seeing these in GM mode for some reason?
Are these working right?
Keyen 9. jan. 2019 kl. 11:58 
It's interesting. However, the amount sold is nowhere enough, at least at the first vendor (and to be honest, I dislike charge weapons).

Can you do a version where they are not consumed on use(a much more expensive version, for instance, because MAGIC, it comes back after throwing), or even better, lootable on the target on which they were used?

If you do, i can see myself do a playthrough with a rogue playing around ambidexterity + guerilla. Despite the high cost, sneak would be a good buffing option.

Edit: Ugh, Guerilla doesn't work on it, I guess it's not considered as an attack.
J0k3_R  [ophavsmand] 9. jan. 2019 kl. 1:13 
Yeah should be fine! I’ve tested it on an old save
heretic 8. jan. 2019 kl. 17:20 
Is this mod able to be added to a run that's in progress?
J0k3_R  [ophavsmand] 8. jan. 2019 kl. 17:16 
Yeah, completely compatible, shouldn't be any clashes between any of the mods I've made with each other
Kodaxmax 8. jan. 2019 kl. 17:01 
i assume make grenades great again is compatible?
njnothere 7. jan. 2019 kl. 13:34 
misssed this!
Kyle'Thuzad 5. jan. 2019 kl. 15:52 
Yesss. I was waiting for this one!