Expanding the throwing class is not going to happen. If you ask me, throwing should never have been turned into a class in its own right at all.
First of all we need to make it very clear that whether a weapon is melee, ranged, magic or thrown is
not defined by the effect those weapons have, but primarily by how they are
used. Not because it's basically impossible to get a homogeneous description of the classes based on weapon effects (with the sole exception of Summoning weapons), but because how a weapon of a certain class is used is largely consistent around the board, with only a few exceptions. So without further ado:
- Melee weapons are weapons that do not require anything to use. There are no melee weapons that do not conform to this condition (although there are a few weapons in other classes that do conform to this condition).
- Ranged weapons are weapons that require ammunition to be used. This can be generic ammunition (arrows, bullets) or specific (stakes, candy corn). The only exceptions to this are the Harpoon, Paintball gun, Piranha Gun and Toxicarp (also the Water Gun and Slime Gun, but those do not deal damage), which do not require ammunition or mana, fitting the criteria of melee weapons.
- Magic weapons are weapons that require mana to be used. Again, there are no magic weapons that do not conform to this condition. While most summoning weapons also require mana, those are so homogeneous that they can be easily distinguished from magic weapons.
- Summoning weapons are weapons that create minions or sentries. This is the only class that can reliably be classified based on weapon effects, because all weapons in said class create either minions or sentries.
- Throwing weapons are weapons that consume themselves when used. There are two exceptions to this, which are the Ale Tosser and the Bone Glove, which instead fit the criteria of ranged weapons.
As you can see, the criteria of "consuming themselves" is very similar to "consuming ammunition". This is perhaps unsurprising, because all weapons we now know as thrown weapons
originally were ranged weapons. So if you are concerned that merging throwing (back) into ranged prevents any future thrown weapons being added, then there's no reason to worry, as thrown weapons existed before the thrown class did. Or in other words, you don't need a throwing class to have thrown weapons. Not that it matters, because throwing weapons are fundamentally flawed to begin with, but we'll get to that in a bit.
Absolutely no support. There is already special ores and armor for the throwing class. If you don’t like that the throwing class is only 1/2 if a class, then it would be better to add to the class
The problem is that the throwing class is not
remotely half of a class, it's far less than that. It has only two armour sets (both pre-Hardmode, where throwing is still viable) and only a fraction of the weapons the other classes have. In fact, if you wanted to fully dissolve the throwing class, literally
all you'd have to do would be to change the damage type on all throwing weapons to ranged.
That's literally it. All bonuses unique to throwing weapons would still exists, because
throwing weapons would still exist, only as a subclass to ranged, the same way bows and guns are.
But for the sake of argument, let's look at expanding the throwing class, and more specifically why it wouldn't work.
One of the most important aspects of Terraria is that equipment and progression is tiered. This means that as the game progresses and more powerful enemies appear, new weapons from higher tiers need to be created. In other words, if you want to expand the throwing class and (ideally) make it viable, you'd need at least one item for every new tier of progression. The underlying premise here however is that as items get more powerful (i.e. higher tier), they get more difficult and/or expensive to obtain. How does this affect the different classes?
For melee weapons, this is not a problem, as once obtained, they can be used without restriction. The same goes for magic and summoning weapons: while they require mana to be used, that is a resource that endlessly regenerates, and Mana potions are not expensive, should you choose to use those. Ranged weapons are slightly more complicated in that they require ammo, but, and this is the crux of the matter, while the
weapon might be difficult or expensive to obtain,
ammunition is not. It might take a few tries to get, say, the Venus Magnum from Plantera, but once you have it getting ammunition for it at the Arms Dealer is a breeze, and a cheap one at that. You don't have to kill Plantera again to get more ammunition.
And this is exactly where the problem with thrown weapons is. Because they consume
themselves rather than ammunition, they're in short supply. Say, for instance, Plantera dropped a new type of javelin, 100 at a time. That gives you 100 javelins to work with. If you want more, you'll have to kill Plantera again, and then only hope you actually get that javelin drop to begin with. So if you make throwing weapons available through drops, it would make them extremely difficult and/or impractical to
consistently obtain and use.
You could circumvent that problem by instead making throwing weapons purchasable, but that causes a different problem. Say that those javelins we were talking about could additionally be bought from the Arms Dealer after killing Plantera. It would make them much more readily available, yes, but to have a comparable value to the other Planetera drops, they'd need to be significantly more expensive than simple bullets. That would make throwing
vastly more expensive than any of the other classes. Sure, ranged
can be expensive if you exclusively use Chlorophyte or Luminite bullets, but the keyword there being 'can'. In fact, if you get yourself an Endless Musket Pouch, ranged effectively becomes free.
You could again circumvent this by making certain weapons exclusively purchasable and others exclusively obtainable from NPCs. That way, you can make the farmable throwing weapons expensive so they're profitable, and the purchasable ones cheap so that throwing is comparable in cost to ranged. But apart from that meaning that item value no longer reflects the item's power, that seriously limits your options. You'd have to make the purchasable weapons less powerful to offset their availability, meaning that the more powerful throwing weapons of that tier are the exclusive drops. Meaning in turn that if you want to play throwing with the most powerful weapons, you will end up grinding NPCs for them anyway. Is that fun? Possibly. But I doubt it.
Now, you could get rid of all that balance hassle by saying "Well, what if we make a throwing weapon that can fire endlessly?". You could, but then it ceases to be a throwing weapon and becomes a melee weapon (e.g. Daybreak). "What about an item that uses special ammunition like the Bone Glove?". Again, you could, but that would simply be a ranged weapon. Considering such weapons throwing weapons because "that's what they do" would force you to look at every single weapon in the game and reassign them where necessary.
Shadowflame Knife? Well, technically you throw them, so they should be throwing weapons. North Pole? Shoots a projectile, so ranged. Harpoon? Well, it's attached to the base gun, so it's basically a melee weapon. The result is a strongly disputable thematic consistency, and a complete lack of any mechanical or technical consistency. That is not something you want in a game, and especially not in a video game.
So in short, throwing is incredibly difficult to satisfyingly implement without ruining the underlying balance. Not because of the throwing class, but because of throwing weapons
themselves. If you want throwing 'in spirit', with weapons like the Daybreak, then sure, we can do that. But consumable throwing weapons ('true' throwing weapons) just run into issues that only increase in severity as the game progresses.
Also, I think ranger is just a knockoff mage, they both literally use weapons to kill stuff, but one uses mana and the other uses consumables (which clearly shows us that ranges is an inferior clone of the mage, as mage can go on forever potentially).
There's a fundamental difference here, in that ranged weapons have all the benefits of special ammunition like Chlorophyte bullets to boost their damage and effectiveness, which magic weapons lack. Furthermore, ranged weapons are as much limited by their reliance on consumables as magic weapons are by their reliance on mana. In fact, it is ranged that can unconditionally go on forever (through the Endless ammunition items), whilst magic can not (there's no endless mana potion), and takes a Mana Sickness penalty to boot. With proper preparation, ranged is much more reliable than magic is.
Nah, thrown items have sexy and unique effects that ranged doesn't, they aren't the same. And even if they look the same to somebody, I'd personally still prefer evolution of the thrown class, not deletion of it, that's all.
If we look at all classes, then throwing arguably has the
least amount sexy and unique effects. Melee has Flails and Beam Swords, ranged has unique bows and guns like the Pulse Bow, Dart Pistol and Flamethrower, magic has probably the single largest diversity of effects, and even summoning has a lot of uniqueness to it. What's throwing got? The Beenade and Molotov Cocktail are probably the most exciting ones, the rest is very straightforward. I will say that throwing has a lot of potential, but as of now, it's not exactly a showstopper.