Sword balance issues

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Nick's picture
Nick
Developer

Please read:
This thread is here to collect useful balance issues relating to swords. Posting balance issues requires a specific format outlined below. Posts detailing a balance issue not using the outlined format will be removed. We want to keep this clean so that it's easy for us to parse.

Secondly, we want to get feedback from experienced players who believe they have an understanding of the item they are describing. Please do not post with knee-jerk reactions to using an item. Once you feel as though you have a grasp of the item and feel there is a balance issue, we welcome your feedback.

Please use the following format:

Sword Name

Summary: A one sentence summary of the balance issue.

Followed by a detailed description. Try to be as specific as possible.

Example:

Sword of Stabbing

Summary: The Sword of Stabbing's charge attack completely destroys large monsters.

Since the stabby bolt that the sword of stabbing shoots for its charge attack pierces through monsters, larger ones are hit so many times that they are killed instantly. This seems to me imbalanced as it is now the only weapon I could ever think of using on a large monster, which is unfortunate. In particular, really large monsters like bosses are now too easy thanks to this imbalanced charge attack.

Nick's picture
Nick
Developer
One more thing: should you

One more thing: should you want to offer a counterpoint to an issue another player brings up, feel free to do so, discuss, etc. But for bringing up a new issue, we would appreciate the format outlined above. Thanks!

Raspberry's picture
Raspberry
Sword of Stabbing/Final Flourish and Flourish Family

Final Flourish and Flourish Family

Summary: This sword of stabbing's charge attack completely destroys packs of wolvers and gremlins.

On charged attacks, the flourish line of swords pierces through monsters weak or neutral to piercing damage. Packs of wolvers and gremlins are dealt nearly double the damage of regular attacks and are often killed before the charged attack is finished. Since the wolvers and gremlins are killed with such style and efficacy before the charged attack completes, it makes the coup de grace stroke rather flaccid. This would seem imbalanced but since the charge plunges my character to such a far distance, perhaps spikes, brambles and monsters of the Construct family will be the balancing factor in halting my rampage?

What is specifically noticeable is that the charge attack from any 4* variant of the flourish line can out parse a level 10 Leviathan's charged attack on monsters weak or neutral to piercing.

gell
Legacy Username
Vile Striker / Dread Venom

Vile Striker / Dread Venom Striker

Summary: "slight chance" of poison is a bit low and random, often resulting in no poison even after many swings.

The VS and especially DVS are specialized to do poison. On paper it seems 10 fast swings with a slight chance is more than adequate, but we're at the mercy of pseudo random number generators here, meaning with a "slight" aka very low chance, this can often result in going for 20-30 swings without poisoning anything. e.g. I can sometimes attack with the VS at a Giant Lichen Colony and kill it before it ever gets poisoned. That's at least 3 full combos. Other weapons that specialize have a higher status infliction payout. Granted they swing slower than the striker series, but in the end, they still do what they were made to do in a short amount of time. Firotechs commonly light enemies ablaze in 2-4 bullets from a safe distance. Bombs are basically guaranteed to inflict status. Khorovod is slow yet it stuns almost every 2 hits, and that's not charged.

I suggest either upping the chance to "fair" or tweaking the code so 15-20 swings guarantees the status will proc. A charged attack should probably also have a much higher chance to proc on each hit.

Dogrock's picture
Dogrock
Heavy Swords Summary: First

Heavy Swords

Summary: First swing after a charge attack suffers a delay and does not allow second swing to happen.

All other sword types either allow the player to do the back half of a combo out of a charge attack or make the player wait and then allow for a full normal combo. The Heavy (2-hit) Swords suffer an unusually large frame where after the charge attack only a single swing is possible. This is a problem as it takes longer to wait for the swing to finish that it does to normally trigger the second swing, or the player has to just wait and it leaves an unusually large time span (relative to battling in SK) where the player cannot attack.

Something like skipping to the second swing out of combo like many of the 3-hit swords would make this much better. At least then you have a chance to knock enemies farther away to protect yourself during the delay period.

Espeonage's picture
Espeonage
Cold Iron Vanquisher and Wild

Cold Iron Vanquisher and Wild Hunting Blade

Summary: These swords need other differences statistically/in their swordplay to be up to par with their alternative.

The only potentially advantageous difference these two weapons have against their alternative (Leviathan Blade and Dread Venom Striker respectively), is that they have a Damage Bonus: High versus a type of enemy family.

I'll use the two Cutter series swords as the first example: Everything else besides the upsides are the same, sans aesthetics. [Aesthetics are based on personal taste, and has no effect on actual performance of the blade.]
So here, one has Damage Bonus vs. Beast: High, while the other has a Slight chance of inflicting Strong Poison. While it might seem a fair difference to compare at a glance, there are several problems with this.

A Dread Venom Striker with a UV of Damage Bonus vs. Beast: High is the Wild Hunting Blade in itself with Dread Venom Striker.

Another problem that arises from this is that
A Very High of said UV surpasses what the Wild Hunting Blade has to offer.

The Poison debuffs are much more useful than just some more damage against one enemy family, and are able to be applied to anything that is not immune to the Poison status, as opposed to only affecting one enemy family.

Cold Iron Vanquisher falls into a similar situation, sans a status effect to compare against. Instead, the Cold Iron Vanquisher has less Normal damage compared to the Leviathan Blade, so its damage against everything other than Undead becomes inferior to the Leviathan Blade, and only somewhat better than Leviathan Blade when hitting Undead. This difference does not seem fair.
________

To recap: The main issue is that the Wild Hunting Blade and the Cold Iron Vanquisher do not have enough positive differences to balance them against what's being missed out on with the alternative.
Another important issue that arises from this is that the upside of the WHB and CIV can be obtained through UVs by the alternative sword, or any other weapon, for that matter. A Leviathan Blade can have Damage Bonus vs. Undead: High, and its already CIV, without the drawback of generally lower damage.
With a Damage Bonus vs. Undead: Very High, it'd be further superior to the Vanquisher.

Tanonev
Re: Cold Iron Vanquisher

I agree with the above poster that CIV is generally inferior to Leviathan; however, there is already a swordplay difference between them, namely, that CIV's charge attack has less knockback than Leviathan's. I'd actually propose *widening* this gap, to make CIV's charge much easier to land multiple hits with than Leviathan's. Ideally, the first hit of the CIV's charge should do reduced/no knockback, to guarantee being able to do 2 hits to anything standing next to you when you start the charge attack. Meanwhile, the second hit of the Leviathan's charge should do additional knockback, so that you can only do 3 hits against stationary enemies and enemies backed up against walls (specifically, lumbers should not be hit 3 times with Leviathan's charge).

Bigindian
Dread Venom Striker Summary:

Dread Venom Striker

Summary: Charge attack too long. Vile Striker can make more damage.

I've been using it since the 2* cutter, but one thing I noticed is the charge attack is too long, the range is short and the outcome is almost certainly getting hit by a monster since he's so close. The only situation where it was worthy to use for me was in a combined attack with a Graviton bomber. But not very easy to synchronize the attack.

Another issue was that I was playing with a guy with a low damage bonus on his set, and apparently his Vile Striker was making more damage than my Dread Venom. Maybe I was trolled, but it's worthy to check out, should a low damage set bonus be enough to make a 4* better than a 5*?

Pawn's picture
Pawn
Re Cold Iron Vanquisher

It should 1-shot phantoms on any tier! That would be a great bonus to the sword.

And maybe extend it's undead bonus to be "Very High" vs anything that is cursed in addition to vs undead.

This would give the sword 2 additional Utilities. 1 CIV could be the ultimate support for a party in the graveyard, and the sword could have a place in parties with Fausts. Would also be a good Jelly King weapon assuming you have curse vials.

Anyhow, just wanting to give an outside the box suggestion to improving the sword. I'd like to see an improvement to it that doesn't simply homogenize it to be more like other swords.

Elegies
Legacy Username
Winmillion

Winmillion

Summary: The charge attack is very weak and (aside from graphically) not very distinctive, and it takes too long to get to the "interrupting" step of the combo.

Charge Attack:
Despite the Spur line's infamy, I've been trying it out. An obvious downside is a lack of a 5* upgrade (same for troika). Specifically, in terms of balance, I'm at a loss as to what the Winmillion's charge is about. The attack has a very short range and as such typically only hits once or twice (out of a possible three times). If the point was that the Winmillion is "special" because it has a ranged capability, that's fine--except that the Sealed Sword line does too, so that kinda negates the purpose of it. It would be nice if the Winmillion's charge had a substantially longer range, or persisted through enemies and consistently hit them more than once. If a 5* version were implemented, it would be cool to have the charge attack similar to 4*'s, only in a frontal cone (one-two-three whirlwinds wide, maybe).

Combo Problem:
With my DA, Flourish, Calibur and Brandish experience (I have not played extensively with a cutter yet), I've found that I can typically pull off the combo's finisher, leading to enemy interruption, before they get off their attack (if I time the initial attack correctly). With the Winmillion the combo takes too long and leaves you vulnerable to attack. (NOTE: I'm writing this down so I don't forget it, but I need to test this more extensively).

Ranged Issue:
The "ranged" portion of Winmillion's strikes has a short range, combined with a fair amount of forward movement built into the swings. In other words, the "bonus" of a ranged attack is offset by the weapons' motion and style.

I have no complaints about it otherwise--I've actually found it very useful in some situations and the damage to be fair. Very underrated weapon imo.

Tenkii's picture
Tenkii
Re: Heavy Swords Summary: First

I'm not sure I fully follow what you mean here (partly because I've only used heavy swords from the beginning - with exception to a Calibur that I used for 1 run).

With the Troika line (speaking mostly from the Khorovod), there is a noticeable delay after the charge attack (the overhead swing that shoots you forward), but it has massive knockback that SHOULD keep you safe anyway! With the Avenger/Faust, there is also noticeable range in front of you, and it hops you back.

My whole time with heavy swords has been mostly about timing and spacing.

Not sure if it was meant or not, but a nice trick I found / brought in from another game is shield-cancelling some of the end-delay from the first swing by holding shield during/after the slash. It's especially useful with the Khorovod with its low attack speed, and also ends the Faust/Avenger charge attack end-lag significantly earlier.

If anything, it feels like Heavy Swords kind of fizzle out, other than Divine Avenger/Gran Faust, since the Troika line ends at 4* (for now, anyway. Rumors I hear of a 5*?). Actually, yeah - I know Heavy Swords are supposed to sacrifice speed for power, number of swings for width of range, but it feels really weird to see fast swords striking only 20-30 off of my heavy swords at insane speeds/number of swings. That dps felt pretty borked.

---

Gell:
I don't know about you, but I rarely see Khorovod's stun effect from normal swings.
edit: In fact, I thought it LOST the stun effect from normal swings altogether and only stuns via charge attack.

I don't feel I actually ever really saw the effect much in the first place using Troika/Kamarin.

Bigindian
Troika Summary: misleading

Troika

Summary: misleading stun chances

I crafted this sword mainly because the Wiki said it had a "fair chance of stun", but playing in T2 I noticed it has an unlikely chance of stun. With the Striker series the poison lands fairly often due to the attack speed. But Troika's low attack speed seems to undermine the "fair chance" of stun landing. Maybe it's just a case of changing the Wiki, though?

Daystar
Legacy Username
Striker Family I stopped

Striker Family

I stopped using the Striker before I evolved it into either Hunting or Venom because I realized that, for all its "speed," it's actually a very dangerous weapon to use... for the wielder, that is.

1) The double-swing is a split-second between swings that makes it that much harder to shield on time, especially when you are finishing the combo. If it was aesthetic and not actual, it would be great, but that pause between strikes it just too much of a vulnerability.

2) The Charge is useless. Absolutely useless. Completely useless. Even against enemies against a wall or holding still, it takes too long to do its damage and leaves you completely open to attack in all other directions. The Leviathan and CIV blade charges are better than this in every way.

lawlz
Legacy Username
My breakdowns...Striker

My breakdowns...

Striker Family:

Summary: Survivability is fine but the trade off should give more damage / higher chance to apply poison!

While people complain that Striker is too dangerous for its users, I like the play style and it is fine in my opinion. However, I have to agree that the state of its charge attack is useless due to lack of damage and vulnerability to the user. My suggestion is to make the charge attack a GUARANTEE chance to apply poison and make it so that it is POWERFUL. Make it so that we have to choose between survivability or an incredible amount of damage (buffing the bonus damage by 1.5-2x the current amount) with base CTR so that it is worth stopping and charging up instead of spamming attacks.

Gran Faust:

Summary: Charge attack is good but chance is too low to bother with. Increase range/chance!

For the most part, the Faust is fine but I'd like to see some changes to its charge attack as well if possible. Currently, it is very annoying to use its charge attack. While powerful, the radius and application chance is far too low. While I understand that making Faust's charge similar to Divine Avenger's 3 Swords might be too powerful, but perhaps we can negotiate a middle ground. Some possible options would be:

-Make it a 3 split, keeping application chance the same, and reducing damage to very little or 0.
-Make the single sword bigger, keep everything else the same.
-Make the curse application to target and user 100%, keep everything else the same.

In other words, I think Faust's charge attack strength is in its curse application, not damage. However, in its current state, it is difficult to land and the application chance is low.

Munroe
Fang of Vog

Fang of Vog
Summary: Inferior to almost all alternatives despite difficulty to obtain.

The fang of vog is currently a much much slower calibur with a modified hunting blade skin and a charge ability which, while powerful, sets the user on fire as much as 70% of the time (granted I have a low sample size but I honestly didn't want to actually spend my play time theory-crafting what you devs could just look up) and deals significant amounts of damage to its wielder as well as prevents him from charging any weapon for the duration. The medium sword series is my favorite due to their polyvalence and attractive characteristics such as the fast recovery speed of the second hit and the huge knockback interrupt of the charge but as of now, both of these facets of the fang of vog is much inferior and as what many feel is the position of flagship of the lord vanaduke rewards, it's incredibly underwhelming to the point I never bothered to even heat it and considered cutting my loss by NPC vendoring it for the 30k crowns. In fact, it's common knowledge that anyone could get a much more reliable, safe and overall better weapon without ever setting foot into the firestorm citadel.

Here's how I think the sword could be fixed: make it as fast as the calibur series, scale up the damage so it's on par with the leviathan blade but with an elemental component and reduce the chance of fire down to the same level as the faust/gran faust and the damage of the dot so that the real penalty is the fire prevents you from charging again for its duration. This would fit the same type of penalty as the faust and make using the charge attack much more of a understandable choice to make when playing during critical segments of the game, as opposed to one I would never make.

Rommil's picture
Rommil
Dread Venom Striker

Dread Venom Striker

Summary: Charge attack is worthless. Not enough poison.

Fairly well outlined above. The charge attack is completely ineffectual and just gets you hit everytime. The venom should either be stronger or inflicted at a higher rate, or potentially both. As it stands, it serves as something of a vanity weapon. The wielder sacrifices general effectiveness for the awesomeness of using a weapon that looks cool and poisons (for the point of the matter).

It would be a nice balance if the charge attack was a single powerful strike. It'd give us a bit of balance to the offensive nature of the weapon, and could have a higher/stronger poison effect. Killing both complaints with one mighty stone.

ScareCrow18
Legacy Username
Winmillion

I'll agree with Elegies that the Winmillion is a VERY highly underrated weapon. I've been using the Spur line exclusively now for several weeks. I leveled my Calibur to Ascended, used a Cutter for a couple of days, leveled a Brandish to Complete, and ran with a Troika a couple of levels as well. I can tell you the Spur/Arc Razor/Winmillion suits my style of play much better than any of the other swords I've tried. It falls between the Calibur/Brandish and Cutter in usability. Not as fast as the Cutter. Doesn't hit as hard as the Calibur. What it does though, is hits hard enough to interrupt a monsters attack, while attacking fast enough to get you through a group of several enemies. I find this very useful in Danger Rooms, Deconstructed Zones, and Arenas. It takes a while to learn some control, as the forward momentum of the heavier (than a cutter) blade pulls you quite some distance with each swing. Using the Winmillion against Devilites, you'll also find yourself missing them quite a bit if you don't carefully control when you start attacking them, since they try to dodge the "bullet" the sword fires with each swing.

What I've had the most success with was crafting a Spur with UV speed increase medium, pairing that with a Swiftstrike Buckler, and then Leveling the sword up to a Winmilion (making that two Winmillions I've created now). It's phenomenal speed and knock back power means individual enemies can't usually get in a strike. I can also carve through a tight pack of monsters and target silkwings, menders, and bombers.

What this sword doesn't do well, and I think what does balance it, is have a powerful charged attack. You can't use its charged attack to OHKO turrets, lumbers, or other big tough monsters. The Winmillion is much more of a "kiting" weapon. Letting you pick and choose your opportunities to isolate an enemy and strike quickly, before moving away and starting another attack run. You won't be able to easily stand your ground and pummel your enemy. That's why I feel its important for a person using a Spur line blade to be comfortable using a fairly powerful gun, so you can fire a few rounds to soften up your target first, then quickly change to your sword to finish.

culture
Legacy Username
Acheron

Summary: Charge attack does not inflict a status.

Very slight issue I take with this sword. I'd like to see the charge attack get some love, like the Combustor and Glacius in the same family. Even something simple like Stun would be nice.

Tenkii's picture
Tenkii
Khorovod

Summary: Khorovod is (in comparison to other heavy swords its level) underpowered.

In terms of T2 (where it's probably more likely to be used), it deals about the same raw damage as Faust/Avenger (+- 10) without bonuses. Its only saving point aside from neutrality is that charge attack is useful situationally (long reach and chance to deal damage with its randomly-spawning rocks).

Its second swing has horrid delay and is easily interrupted/punished - and even after hitting some monsters with it, either there are more behind them that don't get hit (they get a free hit on you), or they are heavy and don't get knocked back to a safe area. Of course, an experienced heavy swordsman will probably make use of shield cancel first-hits, but really, at some points, only the faust/avenger are worth trying a second hit with.

An attack speed boost would be an acceptable boost, but I can understand why it might be slower than the "rare and special" Faust/Avenger series, since it's not a special item, by any means.

But the main thing that bothers me is this: Why does the Khorovod lose its chance to cause stun with normal hits when its predecessors have it?. Earlier, someone brought up something like Khorovod causing stun with uncharged hits - I call BS on that. I'd be fine if it had a good chance to stun things and kept its current stats, because at least there'd be a chance that even if I attack slow, I can inflict that same 'status' to a monster, and it'd at least be consistent with the rest of its line.

--

And minor quip about Gran Faust:
Its charge time is 4 seconds at level 10, compared to everything else being 2 second charges.

I almost never get to use it anymore, so my silvermail/seraphic gear feels so useless after upgrading.

Zargulis
Legacy Username
Winmillion

Winmillion

Summary: The ranged attack rarely hits even at point-blank, monsters dodge, and the charge attack is awful.

While being able to shoot projectiles with a sword is interesting, I found that it ultimately made Winmillion less effective. First off, the projectiles are extremely difficult to aim. My cursor can be aimed directly at an enemy and the projectile will miss. This results in a total damage decrease of about 1/3 for most attacks. Secondly, enemies with protection from ranged attacks (wolver/gremlin dodge, bot shield) will react to the Winmillion's projectiles, making it really frustrating and time-consuming to chase them down.

As for the charge attack, it's short ranged, has a very narrow target area, and is weak.

In conclusion, using any other sword besides Winmillion will result in more damage, and quicker killing of wolvers/gremlins/etc.

Quiiliitiila's picture
Quiiliitiila
Wild Hunting Blade: Summary:

Wild Hunting Blade:

Summary: The bite attack almost never hits and it is underpowered when compared with the Dread Venom Striker

Ok, so I was told that it was a balancing issue in regards to the second hits of the WHB or other Cutter lines. It is believed that if these weapons hit with their second swing all of the time then they would be overpowered. I disagree. In the case of the WHB as was told by Espeonage, the bonus damage to beasts does not compare to the chance of poison the DVS gets, especially since a DVS can get a UV damage to beasts.

I propose that in the case of the WHB the bite always hits and does full damage with it.

Quiiliitiila

Vash_kun
Legacy Username
Dread Venom Striker

Dread Venom Striker:

Summary: DVS isn't different enough from Vile Striker to justify the 5000cr + 800CE one has to pay for the upgrade.

Apart from the damage numbers on DVS being ever so slightly higher, there's almost no difference. I was hoping the poison chance would be higher, or the poison would be stronger, or there would be an improvement to the charge attack. As it is, it's exactly like the VS except a little green trail effect and slightly higher numbers.

Icee's picture
Icee
No Charge

Unlike many other posters here, I don't think it's important for all swords to have powerful charge attacks. Charge attacks on some weapons can be great while on others they are a mere novelty. Variety is good and "run away, charge, turn, unleash" shouldn't be a useful playstyle for all swords. I think the variety we have now is good.

I personally think the vile striker and dread venom striker are fine as they are, although a slight (5%?) power increase or a slight increase to the chance of causing poison for the dread venom wouldn't be terrible to put a little more difference between the two.

Flourish Line Swords in Tier 1

Summary: The Flourish (2*) does more damage in tier 1 than the Fierce Flamberge (4*).

This isn't a huge problem, because either weapon is strong enough to quickly slice up tier 1 enemies, but it's a bit jarring when a 4* weapon is weaker than the 2* weapon from which it was made. Honestly it feels like the flourish does too much damage in tier 1, so rather than upping the output of the Fierce Flamberge, I'd nerf the Flourish on shallow levels. I'll have to test these side-by-side in tier 2 to see if the damage differential is reasonable there.

Dottor-Troione's picture
Dottor-Troione
Acheron Line

Acheron Line

Summary: Acheron is underpowered compared to its elemental-dealing relatives.

Acheron line has same damage and speed as Combuster and Glacius ones. But unlike them, its charged attack doesn't inflict any status.
Suggestions: put some status on Acheron's charge attack (maybe a slight probability of curse?); or increase its attack speed, which would make sense because of its Katana shape (while Combuster and Glacius look much heavier).

Teferi's picture
Teferi
Spur Line Problem: Projectile

Spur Line

Problem: Projectile from charge attack will not fire if you shield cancel, move, or do basically anything after charging.

Pretty straight forward, but quite unfortunate.

henrythe7th1
Legacy Username
Dread Venom Striker/Venom Striker

Dread Venom Striker/Venom Striker

Summary: The in-balance of Dread Venom Striker and Venom Striker is uneven. The thing is, there isn't Dread Venom Striker barely has an advantage, the only difference is that it deals more damage, which barely increases your chance of survival.

Basicly, the Dread Venom Striker is by far useless right now.

@Striker Family haters:
The Striker family as a advantages of:
Some non-heavy monsters fail to attack when a weapon from the Striker family attacks.
Example:
Jelly is about to attack. Attack a few times with the weapon, and you will see that the jelly had failed to attack.
You do six hits, but doing the first hit will do two damages. 2x6=12.
Disadvantages:
Fighting heavy monsters with a Striker Family sword, you would be dead soon.
Example:
Skeleton:(This might not be anymore because of the range of its attack was fixed)You attack a few times, and it is about to strike, but you are still attacking it, unable to move for 0.5 secs, and you shield, blocking it, or facing the lag bug if the shield. You fail to block, losing a few bars of health.

BiggestLoser
Legacy Username
Gran Faust/Flourish/Divine Avenger/Monster's weaknesses

Summary: The damage on Divine Avenger/Gran Faust is too high making a damage bonus on monster's weakness to piercing worthless.

I have gathered the Divine Avenger, the Final Flourish and the Gran Faust to play with the monster's weaknesses. While playing with these swords, i noticed my Flourish doing less damage than my Divine Avenger/Gran Faust in some situations. I know, that the Flourish is faster, but the Divine Avenger might be able to kill off the same monster in less hits, which should take about the same time(excluding the time considering the monster family and switching weapons while eventually walking and shielding). The Divine Avenger/Gran Faust is a good sword for pretty much all situations(including fiends and beasts, which can be dealt with, without much trouble compared to the flourish), the Flourish is only good in rare situations(where the DA/GF is still a good alternative). Therefore, it is a waste of money, effort and time to get the Flourish, when you can go for the Divine Avenger/Gran Faust. The Gran Faust's curse can also be considered too powerful making it deadly in any situation and being a good alternative for the already overpowered DA. That leaves the Flourish without value again.

I am not referring to any of the charge attacks, because i think, they're all pretty powerful, balanced and useful on all 3 swords mentioned above(except for the Gran Faust of course, that 1 is only powerful, not useful).

Psilengos
Yeah but you are comparing

@Espeonage

Yeah but you are comparing UVed with plain swords.
Compare the High Undead Levi to a High Construct CIV, and the High Beast DVS to a High Fiend WHB for example.

You will actually have a sword that can be used as elemental+normal sword (for CIV) and piercing+normal sword (for WHB) without being troubled by monster resistance.

Tarkus
Legacy Username
Overall Weapon/Damage System, Various Swords

Summary: There are many good swords, but there is a lot of crap to filter through, and prior to the wiki - which is still incomplete in many cases, money and time are lost upgrading weapons. Players love the Faust and the DA, which are arguably the most balanced weapons in the game, however every weapon should be as desired as any other. Nerfing should be unnecessary. --By an engineer that taught classes on product development and has experience in beta testing. There is a lot to take in, but I pride myself on being thorough.

Piercing - The alternate physical attack side of every sword. You can either have normal attack or pierce, and pierce seems very underused even against the monsters it specializes against. Solution: Do not terminate weapon/projectile hit box upon collision with target. Make piercing attacks seem to actually have the ability to pierce.

Damage Stack - Currently, according to the wiki and from play experience, damage versus a specific monster type, or with a particular weapon class, or with any of the UV's stacks to 6 (Maximum!) The stack really should only be limited by the amount of energy a player wants to devote to a particular stat. However, the amount that can be attached, via UV or whatever should be limited to six. If I want to be a Jelly Killing machine, players should be allowed the ability to have a helm, armor, shield, and sword/gun/bomb that all have Maximum Jelly killing power. 24 seems more like a maximum than 6.

Now onto the swords.

Cold Iron Vanquisher/Wild Hunting Blade/Cautery Blade/etc. - These weapons all should be highly desired, as they are in general tougher to make then their counterparts and require more rare materials. Unfortunately, their damage pales against their counterparts and they do less damage then a non-specialized alternate damage blade. (ie Cautery Vs. Nightblade or CIV vs Combuster or Wild Hunting Vs. Barbarous Thorn). Solution: Increase their specialized damage to minimum of +15% and a their normal damage -3% instead of the current +5% and -15%.

Cutter Series 5* (Wild Hunting and Dread Venom) - Both blades are really fast, but have poor range and damage; their charge attacks are useless and their abilities are paled by many other 5* swords. In reality these are like 4.5* swords. Solution: Wild Hunting(See above, then buff it vs Dread Venom) Dread Venom - Increase poison from ~2.5% to 7% (that's "fair chance" isn't it?), it will bring the chance of successful poison to roughly 55% per 10-hit combo -- Instead of the <25% chance right now. Also increase damage by at least X1.5 preferably X2.0 or increase the attack area. The charge attacks for both swords really need to be a swing/projectile -- maybe like Barbarous blade, or pretty much anything other than what they are right now.

Cautery Blade - Clearly this sword is unfinished, as the alchemy path is still partial. Solution: Make the damage comparable to the rest of the brandish lines. On charge attack, have pillars of salt erupt from the ground, heavily damaging everything, and especially slimes. The 5* of this sword could be something fun like "Gabriel" the angel that went to destroy Sodom and Gomorrah.

Sudaruska and Triglav - They reportedly do less damage than leviathan, and especially less than the DA/GF (the most balanced and well loved swords). Also, the Triglav only has ~5% chance of freeze? Solution: Utilize those fancy ground effects that come up to do more damage. For the triglav either increase frequency of freeze in exchange for duration -- 10% (fair) chance to moderate freeze would be a welcome exchange; or, leave the slight chance of strong freeze and include slight chance of strong stun.

Since I'm not getting paid to do this, I'll let someone else analyze the guns and bombs. Seriously an in-house analyst is needed for this job.

Oh BTW, Sealed Sword is by far one of the most fun swords, it's a shame that it doesn't have it's own neutral alchemy line, like idk, Chaos Sword. There is something wonderful about that roulette charge attack.
Also, the elemental brandish lines are also a blast.

lifesbrink
Legacy Username
Note:

I have tried to take what I can from this discussion and summarize to some degree on my compilation. There seems to be a convergence of opinions and facts on certain blades that need love.

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My Suggestions Compilation Thread: http://forums.spiralknights.com/en/node/14651
My Balance Compilation Thread: http://forums.spiralknights.com/en/node/16481