I wish starter throwing weapons were infinitely durable like darts

As per title. I would love if the throwing stones, spikes, and knives just had infinite uses. They’re still not gonna hold a candle to the spirit bow, but it would be a really nice perk to be able to use them for chip damage without worrying about losing them. It would def make the early game easier, maybe you’d need to reduce how many you start with by 1 (or even down to 1) to compensate, but I don’t think that’s unreasonable. I love that each character has a unique ranged weapon that you can’t get any other way (and for the upcoming Cleric I’m guessing his time and starting spell will stand in like how the mage’s staff does) and it makes me a little sad that 3 of them just don’t see use past the first zone or two.

You’d probably get to the point that they aren’t doing damage usually in the later biomes but maybe you could still get utility out of them by enchanting them? Essentially make them a permanent tipped dart of one type. Or the Blacksmith could offer an option to make them more powerful (be it higher base stats to make them at least a little useful, higher scaling with upgrades to make them worth potentially upgrading, or both) since that’s about the point in the game that the damage on them would be falling off hard.

I’m sure there’s some concern toward stepping on the Huntress’ toes as the ranged character, but even if the other classes can put out one or two ranged throws from a permanent item that they have to then go pick up I don’t think that would hold a candle to the infinite ranged attack Huntress has at her disposal.