Yvori
Terrarian
What exactly is a "class?" In Terraria, I go by damage type. So we have Melee, Ranged, Magic, Summon... and Throwing?
Wait, Throwing is a class now? Well... Not exactly. It's a class for the first 10 minutes of the game... and then it isn't. It seems like the devs thought adding "throwing damage" as its own type would be cool... And they would be right. However, they appear to have just suddenly stopped thinking it was cool after getting two armor types and a handful of weapons done. Oops. So now we have two sets of armor which give throwing damage, and very few actual weapons to use, all of which are early game, too.
Now, I like the idea of throwing as a seperate class. Could be really neat, and it would be a nice addition to spice things up for those who have played the other four classes to the moon (lord) and back. So my proposal is the Throwverhaul update... That pun hurts my soul. Anyhow, what would this do? Well it would flesh out throwing into a proper class, of course!
ARMOR
What are our options? Well, we already have two armors for throwing, the Fossil and Ninja sets, so that's a great start. Neither are particularily good, though. Since the Ninja armor depends on your ability to kill the King Slime multiple times and hope you get the right pieces, I'm going to say it'll be a bonus set. Now, mages have two major pre-hardmode armors, the Jungle and Meteor sets, so,discounting the Ninja set, that seems like a good start.
There's another armor already in existance which looks like it would fit tier-wise into the second armor role: The Obsidian set/Obsidian Outlaw set. As said, it requires Obsidian, which, before getting the Dark Pickaxe of your world, is quite difficult to obtain, so unless you're very industrious with explosives, you need to beat the Eater/Brain to get it, much like the Necro or Meteorite armors. The best part is, this set is useless as it stands - same as Gold, no set bonus at all. It's like it was made for the job! The other set would be the Fossil set, of course. Fossils could be weakened so you only need a Gold pick to get at them in order to account for this. As for Hardmode armor, I don't have any ideas for the specific sets, yet. Any suggestions would be nice, along with some ideas for the stats of all these.
Edit: My current proposed early-game progression is as follows:
Ore Armors > Ninja > Obs. Outlaw > Gladiator > [Hardmode] > Fossil > etc.
Some changes are nessessary to have this make sense, but I think it's the best option currently.
>>Fossil Armor: 14 Def
Helm: 4 Def, +10% Throwing critical chance
Chest: 6 Def, +10% Throwing damage
Legs: 4 Def, +20% Throwing velocity
Set Bonus: +20% chance not to consume thrown item, +5% throwing critical strike damage
Edit: switching some things around here.
>>Ninja Armor: 15 Def
Helm: 4 Def, +15% Throwing critical chance
Chest: 6 Def, +15% Throwing range
Legs: 5 Def, +20% Throwing velocity
Set Bonus: +10% throwing critical strike damage
Rogues' second boss (after the Eye) would be King Slime, although he would still be optional, of course. Instead of dropping a random piece of the Ninja set, thereby requiring a bunch of farming, he would drop Preserved Ninja Tool Fragments, which can be combined to make the set. The amount needed would be similar to the Bee Wax needed for the Bee Set, requiring a total of 2 kills, max. They could also be used to make a weapon, perhaps. Something akin to the Bone Glove which powers up shurikens.
>>Obsidian Armor: 17 Def
Helm: 5 Def, +15% Throwing critical chance
Chest: 7 Def, +10% Throwing damage
Legs: 5 Def, +25% Throwing velocity
Set Bonus: 10% chance not to consume thrown item, +15% throwing critical strike damage
After getting the materials for the Cor/Cri pickaxes you could get the Obsidian Outlaw set. Technically you could skip this with explosives, but that's risky what with the lava and all.
>>Gladiator Armor: 21 Def
Helm: 7 Def, +5% Throwing damage
Chest: 7 Def, +6% Throwing damage
Legs: 7 Def, +5% Throwing damage
Set Bonus: 10% chance not to consume thrown item, +10% throwing critical strike chance
This set is an outlier, trading the crit of most throwing items for a straight damage boost and a significant defence boost compared to the others. Not exactly an upgrade when taking into account the crit and velocity of the others, but that's the point. It's a sidegrade, sort of, for if you want to be a bit more tanky. Hoplites have a chance of dropping Hoplite Armor Fragments which, combined with Bone from the Dungeon and perhaps some Hellstone, allows crafting of the Gladiator Set instead of it being random drops. Most classes get between 1 and 2 Pre-Hardmode armors, so I decided for this one to be a bit different, as it's the "extra" one.
HARDMODE:
>>Fossil Armor: 28 Def
Helm: 8 Def, +11% Throwing critical chance, +15% Throwing critical damage
Chest: 11 Def, +15% Throwing damage, +10% Throwing speed
Legs: 9 Def, +10% Movement speed, +10% Throwing velocity
Set Bonus: 25% chance not to consume thrown item, +11% throwing critical chance
Fossil would be the first thing you go for in Hardmode, thereby giving a point to the dangers of the early Hardmode desert. They would no longer be breakable by anything less than a Cobalt Pick, and them dropping from Hardmode enemies would now make sense.
More TBD at a later date, probably...
WEAPONS
Let's face it, currently,Throwers (Throwers? Someone please come up with a better class name. Jugglers, maybe!... Maybe not... Maybe.) Rogues (I've settled on calling the class Rogues for suggestion purposes) are pretty boring. There are shurikens, knives, which are pretty much shurikens but which don't survive being thrown, and grenades, which... Kaboom. Javelins, too. And all are exactly the same. Now, we have an obvious Throwing weapon type already, but it isn't counted as such. Boomerangs! Chakrams! Those things! Unlike flails, spears, swords, yoyos, etc. they completely leave your hand when thrown. They are perfect for throwing weapons. Besides, Melee has enough types of weapon already.
ADDITION: Some good suggestions so far.
Wyvernil suggested some mechanics for some hardmode shuriken-type weapons. Kunais which launch three when thrown - like Vampire Knives. (Which reminds me, under my definition of "throwing weapons", Vampire Knives would be thrown. That would probably annoy a lot of melee users... So... I dunno what to do there.)
Javelins would recieve a slight but noticable power boost, and there would be multiple items like the Bone Glove which strengthen various consumable throwing weapon types, perhaps even making things like Shurikens useful in Hardmode.
What other weapon types could we add to this? I'm making this up as I go along, so if anyone has ideas, please, let me know! Anything!
ACCESSORIES
Like any good class, we need shiny things. Lots of shiny things. Every class has a pretty decent set of accessories so far (I say decent because the Summoner doesn't really have anything too special yet) but throwing... does not. So here are a few basic ideas:
>>Gripping Glove: +10% critical chance with Throwing weapons. (I envision Throwing as a crit-based class more than sheer power... Though I'm sure people could play them as sheer power.)
>>Invisible Wire: Pulls any consumable throwing weapons (like shurikens) which have landed toward you. (Similar to the what Heartreach buff does with hearts, etc.) Also decreases the chance of such things breaking, and gives ones that always break (like throwing knives) a low chance to survive.
>>Ghost Belt: If you run out of a consumable throwing weapon with this equipped, it is replaced by a weaker, slower "ghost" item which is worth nothing and vanishes if tossed away (like a star does at day). This ghost item will always have a throw. unless trashed or thrown away, or unless more of the replaced item are found, in which place they go back into the same slot the ghost item is. Think Infinite Musket Pouch or Endless Quiver, but in Accessory form, and far more complicated.
EDIT: This was overcomplicated. Upon looking at Wyvernil's suggestion, I've basically decided just making the "Endless" variants of weapons be entirely seperate, craftable weapons would just make far more sense, AND be a lot easier. They would not be "ammo", but actually need to be used in a weapon slot, since them being considered ammo would make higher-tier weapons that utilize shurikens, for example, as ammo also be infinite, which would be unbalanced.
>>Pneumatic Wristlet: +10% increased Throwing velocity. +10% Increased Throwing Range.
>>Targeting Eyeglass: +20% Throwing critical damage.
ADDITION: Suggested by Psicotrolka:
>>Rogue Emblem: +15% Throwing damage.
How I didn't think to add a [class] Emblem to the list, I have no idea, but here it is, free of charge!
That's all I really have for now. If anyone has suggestions, please, add them below.
Wait, Throwing is a class now? Well... Not exactly. It's a class for the first 10 minutes of the game... and then it isn't. It seems like the devs thought adding "throwing damage" as its own type would be cool... And they would be right. However, they appear to have just suddenly stopped thinking it was cool after getting two armor types and a handful of weapons done. Oops. So now we have two sets of armor which give throwing damage, and very few actual weapons to use, all of which are early game, too.
Now, I like the idea of throwing as a seperate class. Could be really neat, and it would be a nice addition to spice things up for those who have played the other four classes to the moon (lord) and back. So my proposal is the Throwverhaul update... That pun hurts my soul. Anyhow, what would this do? Well it would flesh out throwing into a proper class, of course!
ARMOR
What are our options? Well, we already have two armors for throwing, the Fossil and Ninja sets, so that's a great start. Neither are particularily good, though. Since the Ninja armor depends on your ability to kill the King Slime multiple times and hope you get the right pieces, I'm going to say it'll be a bonus set. Now, mages have two major pre-hardmode armors, the Jungle and Meteor sets, so,
There's another armor already in existance which looks like it would fit tier-wise into the second armor role: The Obsidian set/Obsidian Outlaw set. As said, it requires Obsidian, which, before getting the Dark Pickaxe of your world, is quite difficult to obtain, so unless you're very industrious with explosives, you need to beat the Eater/Brain to get it, much like the Necro or Meteorite armors. The best part is, this set is useless as it stands - same as Gold, no set bonus at all. It's like it was made for the job!
Edit: My current proposed early-game progression is as follows:
Ore Armors > Ninja > Obs. Outlaw > Gladiator > [Hardmode] > Fossil > etc.
Some changes are nessessary to have this make sense, but I think it's the best option currently.
>>Fossil Armor: 14 Def
Helm: 4 Def, +10% Throwing critical chance
Chest: 6 Def, +10% Throwing damage
Legs: 4 Def, +20% Throwing velocity
Set Bonus: +20% chance not to consume thrown item, +5% throwing critical strike damage
Edit: switching some things around here.
>>Ninja Armor: 15 Def
Helm: 4 Def, +15% Throwing critical chance
Chest: 6 Def, +15% Throwing range
Legs: 5 Def, +20% Throwing velocity
Set Bonus: +10% throwing critical strike damage
Rogues' second boss (after the Eye) would be King Slime, although he would still be optional, of course. Instead of dropping a random piece of the Ninja set, thereby requiring a bunch of farming, he would drop Preserved Ninja Tool Fragments, which can be combined to make the set. The amount needed would be similar to the Bee Wax needed for the Bee Set, requiring a total of 2 kills, max. They could also be used to make a weapon, perhaps. Something akin to the Bone Glove which powers up shurikens.
>>Obsidian Armor: 17 Def
Helm: 5 Def, +15% Throwing critical chance
Chest: 7 Def, +10% Throwing damage
Legs: 5 Def, +25% Throwing velocity
Set Bonus: 10% chance not to consume thrown item, +15% throwing critical strike damage
After getting the materials for the Cor/Cri pickaxes you could get the Obsidian Outlaw set. Technically you could skip this with explosives, but that's risky what with the lava and all.
>>Gladiator Armor: 21 Def
Helm: 7 Def, +5% Throwing damage
Chest: 7 Def, +6% Throwing damage
Legs: 7 Def, +5% Throwing damage
Set Bonus: 10% chance not to consume thrown item, +10% throwing critical strike chance
This set is an outlier, trading the crit of most throwing items for a straight damage boost and a significant defence boost compared to the others. Not exactly an upgrade when taking into account the crit and velocity of the others, but that's the point. It's a sidegrade, sort of, for if you want to be a bit more tanky. Hoplites have a chance of dropping Hoplite Armor Fragments which, combined with Bone from the Dungeon and perhaps some Hellstone, allows crafting of the Gladiator Set instead of it being random drops. Most classes get between 1 and 2 Pre-Hardmode armors, so I decided for this one to be a bit different, as it's the "extra" one.
HARDMODE:
>>Fossil Armor: 28 Def
Helm: 8 Def, +11% Throwing critical chance, +15% Throwing critical damage
Chest: 11 Def, +15% Throwing damage, +10% Throwing speed
Legs: 9 Def, +10% Movement speed, +10% Throwing velocity
Set Bonus: 25% chance not to consume thrown item, +11% throwing critical chance
Fossil would be the first thing you go for in Hardmode, thereby giving a point to the dangers of the early Hardmode desert. They would no longer be breakable by anything less than a Cobalt Pick, and them dropping from Hardmode enemies would now make sense.
More TBD at a later date, probably...
WEAPONS
Let's face it, currently,
ADDITION: Some good suggestions so far.
Wyvernil suggested some mechanics for some hardmode shuriken-type weapons. Kunais which launch three when thrown - like Vampire Knives. (Which reminds me, under my definition of "throwing weapons", Vampire Knives would be thrown. That would probably annoy a lot of melee users... So... I dunno what to do there.)
Javelins would recieve a slight but noticable power boost, and there would be multiple items like the Bone Glove which strengthen various consumable throwing weapon types, perhaps even making things like Shurikens useful in Hardmode.
What other weapon types could we add to this? I'm making this up as I go along, so if anyone has ideas, please, let me know! Anything!
ACCESSORIES
Like any good class, we need shiny things. Lots of shiny things. Every class has a pretty decent set of accessories so far (I say decent because the Summoner doesn't really have anything too special yet) but throwing... does not. So here are a few basic ideas:
>>Gripping Glove: +10% critical chance with Throwing weapons. (I envision Throwing as a crit-based class more than sheer power... Though I'm sure people could play them as sheer power.)
>>Invisible Wire: Pulls any consumable throwing weapons (like shurikens) which have landed toward you. (Similar to the what Heartreach buff does with hearts, etc.) Also decreases the chance of such things breaking, and gives ones that always break (like throwing knives) a low chance to survive.
EDIT: This was overcomplicated. Upon looking at Wyvernil's suggestion, I've basically decided just making the "Endless" variants of weapons be entirely seperate, craftable weapons would just make far more sense, AND be a lot easier. They would not be "ammo", but actually need to be used in a weapon slot, since them being considered ammo would make higher-tier weapons that utilize shurikens, for example, as ammo also be infinite, which would be unbalanced.
>>Pneumatic Wristlet: +10% increased Throwing velocity. +10% Increased Throwing Range.
>>Targeting Eyeglass: +20% Throwing critical damage.
ADDITION: Suggested by Psicotrolka:
>>Rogue Emblem: +15% Throwing damage.
How I didn't think to add a [class] Emblem to the list, I have no idea, but here it is, free of charge!
That's all I really have for now. If anyone has suggestions, please, add them below.
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