BluuMoon3
Terrarian
Abstract - I've been thinking that an Archer class or Bow-Only run would be interesting but bows are so mechanically similar to guns that such a run type wouldn't actually make a positive difference. In fact, I'd say they are just a lesser version of guns. Honestly this is an issue with almost every weapon in the game. Below I will suggest some mechanics that could hopefully change this for bows at least, and maybe be inspiration for Terraria 2. I REALLY hope the second game increases the mechanical complexity of classes. Statistical complexity (Crits, buffs, etc) can only go so far.
Bow Mechanics
Charging - Instead of simply firing an arrow, I think it would be more interesting and fitting to charge an arrow. Different bows could have different charge times and lengths. Charging the arrow would scale the damage, speed, piercing, and chance of bleed that the arrow has. Bleeding is explained next.Bow Mechanics
Bleeding - If an arrow is charged to a certain capacity there is a chance that the arrow will cause a bleeding effect, which does damage over time and reduces defense. A critical amount of damage can be done in a "weak spot" that is visually signaled, encouraging aim.
Lodging - Some bows or arrows could have the property of Lodging, where an arrow gets lodged into an enemy, doing damage as long as it is there and increasing with an increased number of lodged arrows. The length of the lodging period would decrease with increasing enemy defense.
Room for more arrow types - To further deepen archer mechanics, there could be more arrow types. Off the top of my head, there could be arrows that: travel slow but have high dps and piercing, slow enemies on hit, inflict confusion, create static poison/venom cloud on impact, travel through walls, and maybe more creative things.
Note on mechanical differences between Bows and Arrows - This is already somewhat the case but when it comes to weapons that fire ammo (Guns and Bows) the firing devices should have varying qualities such as speed, knockback, crits, base damage, and stuff like that. Qualities such as environmental effect and methods of doing damage should belong to ammo. If done right then many firing devices can be kept throughout the game for their unique mechanics, instead of just being outclassed by flat damage increases in other weapons like in the current system.
Armor/Accessory Mechanics
Armor - Armor could increase player speed and improve charge time. Better mounts could help as well.Accessories - Some accessories could do things like give slight homing/tracking, grant stealth with a cooldown (Much earlier in the game than the Vortex Set) or display arrow trajectory before firing. Maybe some other archer related things too. Another idea is a scroll wheel that lets you switch arrow types quickly.