Can we generally agree that Tier 2 is pretty balanced? Let's look at some swords:
- There's Calibur, being all-around versatile and good for knocking stuff back with the charge attack or killing turrets fast.
- There's Brandish, with fancy specialised damage and status. The charge attack lets off three explosions at 3*. Seems alright compared to Calibur, but there's the chance of status balancing it out and everyone likes special damage. Note that in T2, causing statuses is a rare privilege. You're limited to haze bombs, with tiny radiuses and painful charge times, or alchemers, which are slow and weak.
- There's Troika, with tremendous damage and a powerful charge attack. The knockback is very useful for crowd control, and can cause stun. Very useful!
- At 3*, you have Sealed Sword. The charge attack is a bit meh, but like Brandish, it has the status thing going on and is an interesting oddball.
- And Cutter, with low interruption but lots of utility. I use it to push healers away from other enemies and finish them off. It's a risky sword and you have to compensate for its lack of interruption by paying attention and shielding. The great speed of it lets you do that.
- You have Flourish, too. It's got a good bit of reach and decent interruption. The range is narrow on the followup attacks so theoretically it's intended for single-targets, but the initial swipe covers a huge area and honestly this weapon is kinda OP right off the bat. The pure damage balances it out just a little bit in PvE but makes it a killer in Lockdown. It's worth noting that this sword was a late addition, explaining its lack of balance with other weapons. It's powerful, fast and easy to use.
- Spur kinda sucks. It's a slow cutter without the ghost strike. OOO never did figure out what they wanted to do with Spur, which is why they never did anything with it.
It's a little bit powerful, but you have to use it smartly. If you use the charge up in a Lumber's face, they'll still be right there, ready to smack you back even if you freeze them or burn them. Calibur is safer (for the user) in that regard.
Pretty balanced! A couple of outliers, not too bad. You can't really point at one or two of these weapons and go "THIS is the best one!" Now, let's look at how these weapons scale:
- Calibur
- Tempered Calibur: No change.
- Ascended Calibur: No change.
- Leviathan Blade: No change.
- Cold Iron Carver: Reduced power in favour of Undead bonus.
- Cold Iron Vanquisher: No change.
- Brandish
- X-burst Brandish: Elemental damage and status. One extra explosion on the charge increasing damage and range.
- X-brand Brandish: Extra explosion leading to increased damage, range and chance of infliction.
- Combuster, Glacius and Voltedge: Extra explosion leading to increased damage, range and chance of infliction.
- Nightblade: Shadow damage. One extra explosion on the charge increasing damage and range.
- Silent NightBlade: Extra explosion leading to increased damage and range.
- Acheron: Extra explosion leading to increased damage and range.
- Cautery Sword: Slime bonus.
As you can see, every single step of Brandish is an unmistakable upgrade even if not used in its intended stratum. The same cannot be said for Calibur. Let's move on!
- Troika
- Kamarin: No change.
- Khorovod: No change.
- Sudaruska: Slightly increased range on the charge attack.
- Grintovec: Stun traded for Freeze.
- Jalovec: No change..
- Triglav: Slightly increased range on the charge attack.
- Sealed Sword
- Avenger: Elemental damage, random status is replaced by astral blade that penetrates and multihits, greatly increasing damage, range and crowd control.
- Divine Avenger: Astral blades multiplied to three, greatly increasing damage and crowd control.
- Faust: Shadow damage. Random status is replaced by just Curse which is sort of balanced through self-infliction on just the charge. You can also curse with the regular combo, which carries no risk whatsoever. Additionally, there's an astral blade that penetrates and multihits, greatly increasing damage, range and crowd control.
- Gran Faust: Charge time penalized for no benefit compared to Faust other than the marginal damage increase absolutely all weapon upgrades entail, which is only remotely relevant in Stratum 6.
Wat. I'm sure Faust was meant to have Gran Faust's charge time, but they forgot and never bothered fixing it.
- Cutter
- Striker: No change.
- Vile Striker: Poison.
- Dread Venom Striker: No change.
- Hunting Blade: Beast bonus and greatly increased interruption on the charge in expense of speed.
- Wild Hunting Blade: No change.
- Spur
- Arc Razor: No change.
- Winmillion: Projectiles on the regular combo.
I'm not bothering with all the flourish upgrades. I think BTB maybe gets some extra spikes or something? You can see the point here, anyway. All the weapons considered to be underpowered are actually balanced with the overused lines. It's just that those lines get a bunch of upgrades at each craft whereas underpowered weapons are left in or close to their 2* state, leaving them in the dust so to speak. It never had anything to do with normal damage, just a lack of extra effects.
This is where I would start suggesting upgrades for each step of each sword, but... not yet. For now, I'm simply throwing this out there so people can keep it mind when suggesting balances. I might do a followup post about guns. Bltiz and Alchemers are patently ridiculous in the amount of upgrades they get.
As usual, you've made some good observations. But you've focused on qualitative upgrades, and you've ignored quantitative upgrades (same effect, but just more damage). What if Leviathan offered "no improvement" over Ascended, except that each stroke did 1000 damage? Then it would be overpowered.
So I propose that issues of weapon balance can be solved by tweaking damage numbers. If you accept that idea, then all that remains is to pick the numbers. And arguably the numbers are about right already, because there has to be some incentive to use nonnormal weapons.
I think that you're actually looking for a way to make weapons more interesting. This is hard.