I play a thrower. I don't want to see throwing nerfed, and I would love to see it buffed, but I don't think that would happen (this line is a joke). I know recently a lot of people complain (specifically about Jarids, even though they haven't seen a stat change in a long time -- I would say 2 years but my memory is not that good XD)
One of my main complaints as a thrower is there is no reason for variety. I carry throwing lances for the fun of watching someone die with a big-ole-dicklet sticking out of them, but honestly nothing really compares to jarids.
To me, major factors to consider for throwing (on both sides -- thrower complaints and target complaints) are several factors:
1.) Spear-type throwing weapons (jarids, throwing lances, war darts, etc) are the best throwing type. Hands-down post Heavy Throwing Axe nerf (I always thought spear-types were better pre nerf too). They fly the best, they perform the most consistently, and they do pierce. Most high end throwing spears also have 3 ammo, with throwing spears (I mean the actual weapon, throwing spears) having a whopping 4!
2.) Damage per stack is a major concern. Thus, this leads to low tier throwing weapons being shit (not enough damage vs limited ammo capacity), even with high PT. Why try to kill someone with 2 war darts, when I do the more damage with 1 jarid, and consume less ammo per stack. In addition, I have to hit two shots as opposed to 1. I guess that (2 hits vs 1 hit) is not a major factor, but the jarid is more accurate. I'm not saying this should be 100% balanced (remember, war darts are way cheaper), but I just wanted to point this factor out. Another damage vs stack comparison is 2 Heavy throwing axe vs 3 jarids. The damage gap very quickly becomes laughable at 50 armor (I would consider 50 medium body armor, considering most people have loom body armors these days).
3.) M&B ranged model issues. Sometimes it's lag, sometimes it's just the way projectiles fly, but it's actually very easy to miss a point blank target even with high WPF. I've played as a pure thrower with all my WPF dumped into throwing, and watched my jarid fly wide right at 10 yards (and sail into a teammate 10 yards behind!). I mean, a paraplegic could probably throw a spear better than that. I know I could throw one more accurately and I haven't spent 30 years of my life throwing them like my character had...
4.) Throwing is high-risk, high-reward. You miss your lance? You die, and your family doesn't eat cause you lost the 5x. You hit the lance? Your family feasts on the carcass of the infidel you've just slain. This applies to all decent throwing weapons -- and I think it's actually a good thing. It encourages you to scavenge ammo (don't delay!) and to be cautious with your shot. Each missed shot towards an enemy means you aren't getting that ammo back unless you kill/kite him. The downside to this from a melee perspective is, if you get hit by a thrower, you will feel it. This causes lots of 'Jarids OP' and 'Throwing OP' rage.
5.) Throwing is easy to hybrid, but the pure thrower truly suffers. Because of WPF vs throwing accuracy scaling, even 100 throwing WPF is enough to make you dangerous at 10 yards, but 170 WPF doesn't seem much better.
Now, I've come up with what I feel are some talking points towards possible solutions. Please consider these ideas on principle, not on numbers. If you think the numbers are too high/too low don't let that make you disagree with the idea. These were just suggestions. :
Let's differentiate the throwing lines up a bit:
-- Throwing knives/ninja stars -> These weapons should be medium throwing range (I consider throwing axes medium throwing range), but should be laser accurate towards 130+ WPF. In addition, the knives would need a minor cut damage boost (suggestion: 22 on throwing knives, 26 on daggers) and I think ninja stars should be changed to pierce across the board, but receive damage nerf across the board of -1 or -2 pierce.
-- Rocks and smoke bombs -> Don't change them. These are crappy, but fine.
-- Throwing hammers -> These should be a little bit longer range than they currently are. Maybe decrease the weight on them as well. Damage-wise these feel perfect.
-- Axes (Francisca, Throwing axe, Heavy throwing axe) -> Damage and range feel fine. To differentiate these versus throwing spear-types, these should receive an ammo bonus at masterwork rank. This allows those who invest in these axes to push the gap closer to throwing spear-types in terms of damage per stack ratio (an all important matter for throwers).
-- Spears -> These should be your longer-ranged projectiles designed for killing tin cans. They currently execute that roll perfectly. I think they are in a perfect spot as is, and I get hit by this shit all the time.
I can't really think of a way to address the low-wpf throwing hybrid 'issues' people seem to be concerned about. My only really thought would be to apply some sort of 'cut off' where throwing WPF performed dramatically better (maybe around 120, when WPF points get expensive?). I don't know if that can be done though.
I don't know, I'm really freaking tired, but it may be nice to start a discussion. Personally I don't think you can nerf throwing damage without significantly increasing its accuracy. Throwing is already very close range, and good melee players, who are aware of the thrower, can actively and usually successfully engage them. The issue usually comes when you don't see the thrower, or when it's a low-athletics player in heavy armor. But then again, throwing weapons were designed to kill these targets in this game.