Hatchet Throwing Tree Feedback

The hatchet throwing tree is one of the most underwhelming trees in the game. On paper this weapon tree looks good but when it comes to actually using it, it’s just plain bad. I want to outline some of the issues I see with this tree and some suggestions on making it better.

Aimed Throws: The aim sight is bad. You can be aiming straight at your target and not hit them. Usually this is because of massive drop off. Cleaning up the aim sight and increasing the hit box will help. The drop off should be lowered as well. The damage is also lackluster. Hitting these thrown hatchets consistently is hard. It should be rewarded with higher damage.

Rending throw: This ability feels the best out of the whole tree. Smooth and quick animation allows you to actually consistently hit your target. However it still feels weak. The damage could use a slight buff, 10-15% would make it feel great.

Social distancing: This ability feels okay. The damage definitely needs a buff as it doesn’t provide much utility at all. The dodge backward is negligible. In most cases with the hatchet, you’re trying to connect to your target, not run away. The way the blunderbuss net shot ability works could be integrated into this. While moving forward you don’t dodge backward, but if you’re moving back or standing still you do dodge backward. Overall it feels decent but it most definitely needs some tweaks to feel viable.

Infected throw: This is by far the most terrible feeling ability to press in the whole game. The animation/wind up is WAY too long. The hit box is miserably bad. On paper this is an insane ability that I would love to take. 150% weapon damage and a large mortal strike/healing reduction effect that can be applied to multiple targets when talented. I want this ability to be good because it looks fantastic on paper. No need to rework what the ability does but rework the animation completely. Increase the hit box, and speed up the animation or just straight up rework the animation.

In summary, the throwing tree for hatchet is underwhelming and needs attention. I hope the devs look into this and come up with some solutions to fix this tree.

Hey there Scivation, sorry to hear the hatchet isn’t quite cutting it for you. I will get this feedback sent up to the Dev team for you. Would love to see other player thoughts as well!

I think the biggest problem with the Throwing Hatchet is a lack of identity. It has a clear debuff focus, but does not execute on that well, as most of it’s abilities are single target and not AoE (which is what you would want as a debuffer).

Issues and Suggestions:

Armor perks: Mending Infected Throw and Energizing Rending Throw. These have on-kill triggers, but are the primary debuff abilities in the tree. Debuff abilites are supposed to be used at the start of a fight to apply thier debuffs, and not held back to kill shot. On-kill trigger have zero synergy with this tree, and definitely need to reworked.

Rending Throw: The biggest issue with this skill is that it is single target, and is punishing when it misses. Ideally this should be like Infected Throw in that it applies an effect when it hits a target/obstacle. It should apply the rend in a AoE where it lands. This will allow it to at least possibly still debuff the target if you miss them by an inch, you won’t deal damage but it is still some benefit.

Infected Throw: This is best skill in the tree, and the only real problem is the wind up and the duration of the cloud debuff. Ideally all I would change here is to add GRIT to the animation, and to increase the cloud disease debuff to 8-10 seconds.

Social Distancing: The biggest issue here is the dodge back distance. All it really needs it to be increased.

Persistent Hinderance: The Throwing Tree ultimate is pretty terrible, as it has a focus on debuff, but the weapon does not apply them consistently enough. Changes above to add AoE to Rending Throw and increasing duration of Disease cloud will assist here. But honestly as an ultimate ability, this should apply to all debuffs, not just those applied by the Hatchet. It will give this a clear role as a debuffing weapon.

Many Debuff triggers (Refreshing Throw/Boot and Rally/etc.): Same as above, currently the weapon does not apply debuffs in a wide enough range to trigger these consisently. Same changes to Rending Throw and Infected Throw mentioned above will help here.

Named Legendary Hatchets: All of the Named Hatchets are designed to favour the Berserker Tree. All named Hatchets currently with Keenly Jagged (debuff perk) have PvE perks or melee perks on them. Ideally we need a named Hatchet that has the perk profile of Blackgaurd’s Void Gauntlet (Keen + Plagued Crits + Keenly Jagged), which applied 2 debuffs. Void Gauntlet Decay Tree and Throwing Hatchet Tree has a lot of similiarities as they are both focussed on debuffs and support. Blackgaurd’s Void Gauntlet has done a lot to support the Ranged VG playstyle, and a similiar weapon for Hatchet would support the Throwing Support Debuff playstyle. This item should be full DEX as well, to get the 50 Dex perk of 5% crits, which work well with Plagued Crits and Keenly Jagged.


TLDR: Overall the Throwing Hatchet tree needs to be focussed more toward AoE debuffs and support, to contrast the DPS focus of the Berserker tree. Abilities need minor buffs, and armor perks needs to be completely reworked (on-kill triggers are ineffective for debuff skills, which should be used at start of fight, not at end). We needed Named Legendary Hatchets designed for the supportive/debuffing Throwing Tree, good example of perks is Blackguard’s Void Gauntlet (Keen + Plagued Crits + Keenly Jagged) i.e. two debuffs.

Also here is too entire threads on the topic.

I think “Infected Throw” should create an AoE circle on the ground spreading the infection and reducing healing effectiveness. This way will counter the healers’ Sacred Ground because healing in this game is super overpowered. Basically healers win wars, oprs and arenas!!

It does do this lol.

I play Medium VG/Hatchet (Shaman Support Class) with Blackgaurd’s VG, and completely destroy Sacred Ground clump when stacking 3 sourced of Disease (2 being AoE). The only problem being the usability issues of the weapon and need to start in close range for VG scream, but it is very strong. Though you are support, your damage is poor so you need a team to dps after you have stacked debuff (it is not a solo 1v1 class).

The three primary problems with Throwing:

  1. Aiming is wildly inconsistent. Different dropoffs, windup, etc.
  2. No synergy with Berserker tree at all
  3. No internal synergy with skill perks; the perks want you to kill with skills, but the tree is designed to OPEN with skills
2 Likes

Scrap the entire right side tree of Hatchet and re-design it. The abilities don’t suit the weapon’s playstyle at all.

The right side should be focused on quick and accurate short to mid range hatchet throwing abilities to secure kills and initiate fights similar to blunder buss net shot and shrapnel shot.

If an opponent rolls away you want to be able to secure kills and or harass effectively.

The throwing motion and stance leaves your character in a very stiff and up right posture to aim and arc shots. It seems fun at first but theyre useless for pvp. Slow, cumbersome, worst to aim ranged ability in the game, slowest ranged velocity from launch to target.

Make every hatchet toss stagger on hit maybe or for head shots only, and allow them to be thrown on the run without going into the duck walk which makes you get pummeled by all mage and ranged attacks or staggered by every single mob in the game while you aim the slow hatchet tosses. Speed them up a bit and tone down the arc.

A berzerker throwing ability that tosses out one hatchet, if it hits rapidly throw another, if it hits throw another faster and faster than the last consequitively up to four hatchet’s.

Hatchet should be a short to mid range high pressure murder tool. It needs a right side tree that matches the playstyle. Quick punishing attacks with a mobile on the run fluidity to it. Hatchet needs gap closers not forced retreats from social distancing due to its poor range.

Feral rush needs to be sped up.

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