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Test Feedback: Weapon Adjustments Round 2

131 replies [Last post]
Fri, 09/11/2026 - 21:38
Cronus's picture
Cronus
Game Master

Welcome back brave testers!

For this round of testing, we're focused on the following weapon adjustments:

  • Mixmaster, Orbitgun, and slicer-line bullets will now only "fizzle" when they intersect the knight that fired the gun.
  • Mixmaster and Orbitgun bullet firing angle has been adjusted to hopefully more closely match their original incarnations.
  • Faust and Avenger Fixes: Charge attack bullet speed and lifespan reverted
  • Faust and GF self Curse duration has been reduced
  • Faust: Fix the tooltip to accurately show damage
  • Vile Striker and Dread Venom Striker damage no longer split with Shadow, Normal damage increase, chance to inflict Poison increased on all attacks.
  • Troika unchanged from previous preview release.
  • Cutter and Striker unchanged from previous preview release.
  • Hunting and Wild Hunting Blades unchanged from previous preview release.

To help with your testing, the Supply Depot has the altered weapons for sale for 1 energy. Remember that all your progress here will be wiped. This server only exists for a brief test. If you run into issues with the Preview Server itself, please post here.

We look forward to hearing your thoughts on these changes. Go forth and test!

Fri, 09/11/2026 - 22:01
#1
Legendarios's picture
Legendarios
My Opinion About Vile Striker and DVS

These weapons having more damage is fine, but normal damage alone is way too lackluster. With the shadow damage, it could compete with other meta shadow weapons, allowing it to be more than useable in Ice Queen, Operation Crimson Hammer, and even Grinchlin Assault. Now it is back to where it was, where even the increased normal damage will not be viable enough to use over dedicated shadow weapons. I'm very unsure of why this was changed in the first place, so my suggestion is at least to make shadow damage to be the damage type it deals. The previous split normal/shadow damage was a strong alternative to Acheron (even though Acheron is still the strongest sword in the game), so that would be my personal request.

Sat, 09/12/2026 - 09:18
#2
Dawnleaf's picture
Dawnleaf
Disappointed

I was looking forward to seeing DVS being changed to split Normal/Shadow. Wild Hunting Blade still is Normal/Piercing? Even against neutral targets, Wild Hunting Blade is the superior choice. That doesn't seem intentional at all.

If DVS was reverted to pure Normal simply because of the whims of the vocal minority and not because of intended game design, I would like my voice heard that I preferred the split Normal/Shadow variant over this. Surely going forward it would be logically consistent to make WHB pure Normal too, and that would be the most disappointing manner to go about this.

I liked the proposed Dread Venom Striker change from Round 1 better than this Round 2 iteration. It could use some more love, not fall into obscurity all over again.

Fri, 09/11/2026 - 22:06
#3
Witelite's picture
Witelite
DVS

I think if DVS is going to remain a normal-only damage weapon, it needs its damage massively buffed. That, or it needs the poison chance to be closer to 50%, otherwise it has no chance in even competing with WHB, or any meta or slightly off meta weapons.

Fri, 09/11/2026 - 22:11
#4
Supersaleh
Why Not Both?

I don't mind the buffed normal damage DVS, as long as we get a shadow version of it alongside it (Apocrean Cutter please!). If we must pick one, I choose the split-shadow-normal one. It was fun being able to use something other than the Acheron for once.

Fri, 09/11/2026 - 22:26
#5
Aaty
Comments on balance changes

Wild Hunting Blade is perfect, it feels like a powerful weapon now and outperforms flourishes by a mile ( flourishes could also do with a buff )

Dread Venom Striker was in a perfect place being shadow + split normal, no idea why it has been changed to be normal damage again, just create a new normal damage variant or create a shadow variant to please everyone.

Gran faust changes are appreciated and sound good on paper but i would suggest to lower the self curse down to 5%, this would mean on average you would be cursed after around 20 charges, the self curse sounds fun but when you are actively trying to complete a level with the charge it just becomes a hindrance, the damage overall on the charge and basic attacks could be better too because it is a heavy sword class, currently acheron deals the same damage as gran faust so gran faust being heavy and slow, why would you ever use it? you'd just pick acheron because of its ease of use and same damage with no punishment on the charge.

Troika buffs were great, all id suggest for them is maybe a bit more damage on the basic swings and charge? these are the heaviest of swords in the game and are incredibly risky to use without max charge time reduction and attack speed increase, so them dealing high damage makes more sense for this class of weapon.

Fri, 09/11/2026 - 22:13
#6
Niteblade-Eight
Throwing my opinion into the

Throwing my opinion into the ring by saying I hope the Round 2 DVS changes are reverted and it's restored to split shadow/normal, the weapon is lesser than it was and I can already feel it via the damage numbers on the server atm.

A couple people wanted this, but the majority didn't. It was a good change for DVS to get split shadow to allow it to compete, and that was taken away. I think the change should be reverted so that DVS is split shadow/normal like Round 1 again.

Fri, 09/11/2026 - 22:23
#7
Abberdine's picture
Abberdine
DVS

Judging by all testing that’s been done and the accumulated feedback I’ve seen, I don’t understand one bit why DVS was reverted to pure normal damage.

Both Wild Hunting Blade and Dread Venom Striker were nearly perfect in round 1, just needing their charge’s damage output to be a bit more worthwhile. Both slid neatly into unique use cases and cemented themselves as the fun “glass cannon” options for sword users. The split normal/shadow damage fit the theming of Dread Venom Striker and gave it a good use alongside Wild Hunting Blade being changed to normal/piercing, which also made sense. Now that it’s pure normal, it falls back into its “archetype” of being a very flimsy jack of all trades, master of none.

Please revert this reversion. A considerable amount of people who actually went in to test the weapon had very positive feedback on the round 1 iterations; way more than those suggesting otherwise, so I’ve seen.

Aside from the big one on the chopping block, the other changes I’d recommend looking into is not only bumping up both WHB and DVS’s charge damage, but also addressing DVS’s poison proc chance. Simply upping the proc chance across all hits isn’t entirely ideal, so instead, why not try to make one of the first 3 hits of its chain proc it instead? Most of the time the poison is barely noticeable since it almost never procs at all, and your target often dies before you can make use of it anyway. Having it proc on one of the first 3 hits in its chain will provide more visual feedback and utility. If people don’t like this particular tweak, fine by me. Just give us back the normal/shadow variant from round 1, thank you.

Fri, 09/11/2026 - 22:25
#8
Smug-Of-Misery's picture
Smug-Of-Misery
DVS Should stay Shadow
  • The game incentivizes damage type specialization by having more than 1 weapon slot, and the inclusion of Arsenal Stations throughout majority of the game.
  • People complain that it is "yet another Shadow/Poison sword", yet fail to admit that Obsidian Edge and DVS serve completely different roles (former being a Crowd Control weapon, and latter has become an awesome single-target killer).
  • Endgame content such as Shadow Lairs greatly benefit from specialized damage, as normal damage greatly falls off in effectiveness. Not to mention the 4-player party scaling which renders the weapon even less useful.

The change to normal damage feels like it was "inspired by looks of the weapon" more than actual testing.
Ideal outcome would've been the inclusion of a pure normal 5* Cutter while leaving the original variants with specialized damage types. This is not something that could be done immediately, but reverting the DVS change to Shadow would greatly aid the situation.

Thank you.

Fri, 09/11/2026 - 22:42
#9
Worvera
round 1 DVS was better

disappointed about the DVS nerf. i don't mind normal DVS typing as much as i mind the fact that now there's never a good reason to pick up the weapon. if it had even more damage, getting closer to its round 1 effective damage against slimes/gremlin but spread to all families (so that it's still good but never as good as it was against those weak to shadow specifically), this would be a welcome change. but what we are currently getting is not enough, i'd prefer if we got the round 1 DVS back.

other than that, loving the changes on GF curse, it was way too punishing before. i still dont really believe this will make it a viable alternative to acheron, but it's a change long due, self-curse is an interesting gimmick and i'd like it to stay, it's just that previously it was way too severe.

EDIT:
as a reminder, at 5* we only have:
- 2 shadow sword families (GF and acheron/OE);
- 2-ish piercing sword families (flourish and BTB which are very similar);
- 4 elemental sword families (WRH, DA, brandish, FoV);
- 5 normal sword families (calibur, spur, cutter, brandish, troika), none of which are good.

sacrificing cutter to enhance the variety for shadow and piercing sounds like a reasonable move to me. new troikas are a good example of an actually good normal weapon. the damage typing weaknesses system is the reason why normal weapons are subpar and new troikas work DESPITE that, new DVS unfortunately still doesn't work as a viable alternative.

Fri, 09/11/2026 - 22:37
#10
Rem-Il's picture
Rem-Il
About DVS

So far the changes done were amazing except for one thing. Previous Dread Venom Striker sword was already good, great balance between Shadow/Piercing (with the hunting blade split option), good damage in areas it was not before like danger rooms, Compound 42 when it was avaible, part of Maulos when it was avaible, Crimson Hammer mission and so on. Damage was decent, really on par what you would want for a sword that is designed to strike a single enemy.

But now the damage is reverted into its original form (normal only) and is really low to what was before, can we get the round 1 DVS back?

Round 1 DVS that has the split shadow/normal was a viable sword that has uses in harder areas of the game and was also good in 4 man team party.

Round 2 DVS lacks damage, isn't really a weapon you will choose and will be left behind by so much other weapons that can do better than just a flat normal weapon.

So in regards with Dread Venom Striker from Round 1, is posible to get the Round 1 DVS back? it was good, it was a great weapon that has identity, we should keep the best.

Fri, 09/11/2026 - 23:32
#11
Exedys
Like the poison, don't like the Normal damage

After trying out the Dread Venom Striker changes, here is what I like and don't like:

+ Like: Loving the increased poison chance! This will continue to boost the DVS's damage while making the weapon a little safer by reducing enemy damage.
- Don't like: Not a fan of the Normal damage despite it being buffed compared to the live server version.

There are two issues that I found in regards to keeping the weapon Normal damage:

1. Inconsistent flinching. With the normal/shadow split DVS, I was able to flinch Giant Lichen Colonies, but with the new Normal version I am no longer able to do so. A few enemies in the Dreams and Nightmares mission also did not flinch on the third hit which I was consistently able to do with the DVS from round 1. It may be possible to flinch some of these enemies after poison is applied, but as this problem states, that is an inconsistent solution, and additionally is not possible against poison-themed enemies. This is a problem because flinching allows the player to plan their hits against an enemy to avoid taking damage.

2. Damage reduction. There is a significant loss of damage against shadow-weak enemies with these new DVS changes. While fiends and undead enemies were more resistant to the previous version of the DVS, the WHB could have been used in the DVS's place to deal a good amount of damage to those enemy types. Even then, due to the nature of how split damage works, the previous version of DVS did not fare terribly against fiends and undead -- in fact, it only dealt slightly less damage compared to the DVS from the live server.

Sat, 09/12/2026 - 19:44
#12
Fastlex's picture
Fastlex
I am unsure if this is in

I am unsure if this is in live.
Mixmaster and Orbitguns have a strange issue where shooting whilst having the player's back against a wall at a certain angle causes bullets to collide with the wall before they have a chance to travel. Mandolin line weapons also suffer from this but from different angles.

Dread Venom Striker. I liked this weapon more when it had more of a specialized use, I feel like it was very nice for dealing with high priority targets (especially the mender subclass of gremlins) being a fast sword, but now that use is lost. Dread Venom Striker feels more like a broom to push enemies around without an effective damage multiplier. If it is to remain normal, I would like to see it buffed in either damage or status chance to be a more effective means of spreading poison for your team whilst dealing damage.

Wild Hunting Blade. This weapon still feels great, please keep it the way it is in its split normal and piercing iteration. It works very well with the mobile nature of the Fiend and Beast family of enemies. Its fast swing speed lets you bail from dangerous situations while still dealing a good amount of damage. This is a good melee alternative to the gunner's Riftlocker.

Dread Venom Striker & Wild Hunting Blade. Please do consider lessening the knock back on normal attack swings, they seem to push the enemy too far and causing mid combo hits to miss.

Faust and GF. The curse time reduction from a massive 60 ticks to 20 on full negative curse resist is a big improvement. However, I think the chance to lock the entire 4/4 weapon slots should be reduced to at least 3/4 or 2/4 when running full curse penalty. Being unable to attack is too punishing. I feel there needs to be a fail safe so that either the remedy capsule is never cursed, or one weapon that is not the GF, is uncursed.
The Miracle Cloak feels rewarding to use with GF (and Fang of Vog), I was able to get the timer down to 7 ticks (And now I want one in live).
As I see it, the GF still needs a little more help to compete with the Acheron, by nature it being a heavy sword it should be dealing more damage per swing than the faster medium class Acheron. That is not the case, and the Acheron not only feels safer to use its normal attack with, but also wins on having a more spammable charge.

Troika Series. After trying the weapon in LV10 (thanks to the level up mission) the damage feels like its in a good spot. I don't particularly agree with speeding up the sword to near GF/DA levels and would still like to test how the swords perform with live server speed and more damage. But it is a great choice to take now and if it gets published to live this way I would be satisfied.

Fri, 09/11/2026 - 22:46
#13
Flipers-The-Fliper's picture
Flipers-The-Fliper
DVS

I genuinely think DVS should be reverted to the split Normal/Shadow damage it had in Round 1.

The thing about DVS being split dmg wasn't simply that DVS was stronger than before. The main thing is that it felt like the sword finally had a reason to exist.

For quite a long time now, DVS has been one of those weapons which its concept is really fun, but there is almost none practical reason to actually bring it anywhere. Damage wise, it was obviously lacking, plus it wasnt even able to flinch enemies. And if u wanted to apply poison status, obsidian edge as a sword was miles ahead, being able to apply the status to many enemies at once, unlike DVS which their sole purpose was dps on a single target (which as a normal type weapon, cant even acomplish). Making it split Normal/Shadow changed that. Suddenly it had a real niche and became a viable option to Acheron, specially since its a really fun concept.

I don't think it would have replaced Acheron even if the poison had a higher chance of being applied (which i think it should be changed. either guarantee to proc it after 3 consecutive hits or a similar concept, or increase the chance of being applied). Acheron would still be the strongest sword in the game with its boring yet safe playstyle, but DVS wouldve given players an incredibly strong option with a fun playstyle, instead of every shadow-oriented loadout naturally pointing towards Acheron. And that is something I think the game desperately needs and benefits from: not necessarily replacing the strongest weapons, but creating alternatives that are good enough that choosing something else doesn't feel like deliberately handicapping yourself or grieffing your teammates.

Split damage also felt appropriate for DVS thematically and helped distinguish it from the other striker/cutter variants, which i think its more in line with what i feel it would be its identity.

With this Round 2 change, DVS being back to pure Normal damage feels like we're basically back where we started. Increasing its Normal damage and Poison chance is nice on paper, dont get me wrong, but it still has the same issues as every single Normal dmg sword in this game, and almost every Normal weapon in the game. Its just mediocre everywhere. Not only that, but now it loses the one thing that actually gave it a use case.

As i mentioned, i dont think it needs to dethrone Acheron. In fact, I don't think it should. It just needs to be strong enough that someone can reasonably say, "I want to use DVS instead bc its more fun" without that choice being obviously worse and straight up mediocre. Round 1 finally achieved that. It made DVS useful, distinct, and most important, fun. Round 2, unfortunately, makes it feel like DVS is going right back to being a weapon which its only purpose is for completionists-

Fri, 09/11/2026 - 22:54
#14
Kyiia's picture
Kyiia
swarm cutter :3

ive hoped for shadow DVS fur a while. but to please both the normal- and shadow- DVS enjoyers - release the void thwackers' pink cutter as a shadow cutter with low curse chance :3

Fri, 09/11/2026 - 22:59
#15
Mr-Poop-Poop
make dvs shadow

Here to place my vote to reverting DVS back to shadow. Having a specialized weapon will probably always be better than having a mediocre all-around weapon. Now we are back to only having two options of sword families for shadow swords while the DVS is wasted on normal damage which almost nobody will put in their loadout anymore.

Fri, 09/11/2026 - 22:59
#16
Pazlin
More on mixer/orbit/slicer-line

Mixmaster/Orbitgun's flight path change gives them a little bit of leeway when having your back against a wall, roughly 15-20 degrees angle where the pellet doesn't hit the back wall. From what I've tested, Mandolin's pellets spawn about directly in front of and behind of the user, while Mixmaster/Orbitgun are offset by 45 degrees clockwise. All of these weapons' bullets rotate in counter-clockwise direction. Mandolin suffers from having the back pellet hitting the wall in almost every angles except having a wall to the player's left side while having that wall to be the end of a corner so the front pellet doesn't collide with the wall via the rotation; Mixmaster/Orbitgun when fired next to a wall, outside of the aforementioned angles, cause the back pellet to either spawn in the wall or collide with the wall immediately after.

I don't think it gives mixer/orbitgun that big of an edge over Mandolin, but it is a use case that is not too uncommon. I'm more so curious about what's the intended behavior for these weapons, are our bullets supposed to be affected by the wall behind us?

Fri, 09/11/2026 - 23:14
#17
Diamante-Obsidium
Regarding the Dread Venom striker

I'm kind of disappointed with the change being reverted to the original dvs and just giving it a damage and status buff instead, while it being normal damage sounds good for a generalist weapon, the values are just not worth it for This type of weapon, normal damage works with high damage or high burst weapons , like slug, troika or Even pepperbox, but in the case of strikers sacrifing the damage over a more general use is a step backwards because the weapon goes from filling some Niche uses pretty well to just being mediocre at Best in everything, i want the change to be reverted to the versión we had in the first round of changes.

A shadow split striker works because the damage backs it up, it goes from having a mediocre performance to actually being one of the Best options in niche cases, while acheron and OE do Indeed still outperform it in some situations, round 1 dvs had a higher single Target dps, filling a Niche and being usable in many slime and gremlin themed levels

Fri, 09/11/2026 - 23:17
#18
Purple-Tigress
Another vote for DVS back to shadow + vote for DA/GF damage buff

Didn't comment on the DVS changes last round, I suppose, which was silly of me. I thought it fairly obvious that norm/shadow split was the right thing to do for the weapon.
Clearly, the quiet majority was a little too quiet on that one. Let this post count as another vote for the DVS to be reverted to normal/shadow damage.

Also wanted to chime in on the state of Divine Avenger/Gran Faust. Gran Faust's buffs are nice, but the entire Sealed Sword line currently suffers from being a little too slow and not dealing enough additional damage vs. the Brandish line swords to be worth using for most. I think bumping the damage of the Divine Avenger/Gran Faust, and perhaps their entire crafting line down to the Sealed Sword, by a preset or two would make them much more satisfying to use, and at least a usable off-meta option vs. Brandishes in most content.

Fri, 09/11/2026 - 23:20
#19
Fangel's picture
Fangel
First impression of the new cutters

Okay, so I want to throw my hat into the ring since I've tested the cutters now, in levels where they would be the most affected by these changes.

In Gremlin Levels (Deconstruction Zone) the DVS struggles, heavily. The damage decrease against gremlins makes them a threat to the weapon style again, and you have to play very slow to tackle them. This does make them objectively worse against gremlins again, which is OK if we want the DVS to be a bad weapon again, but not a good option if we want it to actually serve a gameplay niche.

In Slime levels, (lichenous lairs, clockwork tunnels) the DVS was similarly worse. It's better than the live servers for sure, but with max damage and max attack speed on the weapons, the only time they felt like the split shadow DVS was when I had a damage orb boost on top of it. The fact that's the only time the weapon felt good is a sign that the weapon will remain exactly the same as it was before - a niche pick that the average player will never bother with because you have to work very hard to get the same result another weapon already does.

In Fiend levels, I just swapped to my WHB instead because DVS was still just OK at dispatching them, but the WHB is now a monster at destroying fiends. I even went through some Dark Cities to see if I would prefer DVS or WHB against undead and honestly? They both feel exactly the same. The change to DVS' damage is something like 6 damage lower than WHB with no damage boost, and it gets a whopping 1 damage bonus over WHB at max damage.

This change to DVS is ultimately a negative one. It takes the DVS from having a gameplay identity back to only having a trivia identity. That being said, it doesn't make it worse than it was before. In fact, it is simply a better weapon with higher damage and the ability to flinch on the third ghost hit on max damage, and the charge can flinch other foes now, but it doesn't excel against anything, and the best use case we got for a cutter is split piercing on the WHB meaning DVS will quickly fall out of favor, considered useless like many other normal damage swords.

This DVS can exist, but only if we can get a separate, shadow split damage cutter in the near future. If it's just dropped in its own standalone update, no big fanfare, then that would really be all the DVS needs for an excuse to exist. If we can't get a new split shadow damage cutter right now, then the DVS should go back to the split damage version of the first round.

---

That's most of my cutter feedback currently. I see the mixmaster and orbitgun don't have increased damage on their return disks yet, but it looks like their damage types were fixed so they're still good fixes so far, but I think they'd be perfect with the bonus damage on return like the Mandolin has.

I haven't played with the troikas or sealed swords yet this pass, but I'll make another comment later if I have any feedback on that.

Fri, 09/11/2026 - 23:23
#20
Cookie-Boo
Disappointed on DVS changes

after doing a couple of testing in round 1, DVS felt perfect to use especially against slimes and gremlins making it a decent alternative to both Acheron and Obsidian Edge. Being able to use something different other than the same two weapons feels refreshing but now it's back to being almost useless again and lackluster.

Sat, 09/12/2026 - 03:17
#21
Mcdonalds-Employee
The changes are mostly good...

The Dread Venom Striker is severely underperforming now, due to the loss of Shadow damage. It's going to need that back or a BIG increase to base damage to make up for it.

The Divine Avenger feels a lot better, although it could use more damage, the charge projectiles could also use less knockback to get more hits in.

The Faust line could also use a boost to damage.

Sat, 09/12/2026 - 01:59
#22
Leidran's picture
Leidran
I preffer Round 1's Dread Venom Striker

I will first say that I suddenly no longer have access to the preview server for what it feels an arbitrary reason, and now I am requested to spend around 5 dollars on energy to be able to access it again. This was not the case during the Spike and Weapon Adjustments Round 1 tests, I do not understand why this happened now.

With that said, even if I have not been able to test the weapon directly, I've seen footage from the community and I've played with both underperforming and decent normal weapons in the past, and that experience makes me believe Dread Venom Striker was in a far better state in Round 1 and this current iteration.

The cutter line excels at single-target damage (they can occasionally hit 2 or 3 enemies per attack, too, but that's rather difficult to do reliably and it is miles away from weapons with a focus on tackling large groups of enemies at once), and specialized damage helps them do their job correctly. Having a shadow sword less centered around its charge attack helps with variety too, since Acheron, Obsidian Edge and the recently buffed Gran Faust are at their strongest when using their charge attacks as their primary way to deal damage.

Normal damage tends to be more fitting for weapons that are more versatile and can be used for multiple scenarios (best examples we have being Iron Slug, Mandolin and the current preview version of the Troika-line of weapons), so I have a hard time imagining where a pure normal Dread Venom Striker would be more appealing to use than other single-target weapons such as the now buffed Wild Hunting Blade or the most used Autogun line of weapons such as Blitz Needle and Grim Repeater.

Some people seem to be asking that if the Dread Venom Striker changes don't get reverted, a shadow damage version should be added in the form of a new weapon. While I personally wouldn't mind that, I am unsure if it's realistic to ask for a completely new variant of a weapon simply to please what seems to be a majority of players, I genuinely would prefer is Dread Venom Striker was simply changed to be exactly as it was in Round 1.

Sat, 09/12/2026 - 02:33
#23
Trav-Merchant
DVS, Normal damage & Options

Right now, in the files, there is the model for another cutter variant that is used by Void Gremlins and Phantoms. This cutter is more cursed-looking.

This sword could very easily be a Dread Venom Striker sidegrade, using Vile Striker as it's 4* ingredient. This could be introduced so that players can have both a shadow and a normal damage cutter variant. The stats are already there to be used, so most of the work is done. You can just take the previous preview server DVS stats and keep those on one sword, and the new preview server stats on the second.

Not only would this make both sides of the debate happy, it also enables more player choice in what they'd like to use for very minimal work. Its addition does not need to be a big event either and is simply just an alternate 5* recipe.

Please consider this as the preview server 1's DVS was extremely neat and would be great to have in the game in some form, but I ALSO understand that a lack of a normal damage variant in a line of weapons that previously had one can be disappointing.

While normally I think it would be unfair to ask for another weapon to be added when the goal is balance changes only, in this specific case, the asset work is already complete. The only asset missing is an inventory icon, which isn't really much. The stats have already been created and tested in both of these preview servers. The weapon would not need an upgrade tree as it would make sense to just use Vile Striker and be a single 5* alternate weapon.

Sat, 09/12/2026 - 03:47
#24
Neon-Robot
@Fangel

Orbit/mixmaster getting return disk bonus would make no sense because thats a special ability given to Mandolin only since it is a Normal Damage weapon. Honestly that should be the way forward for all normal variants of weapons, just something special, a unique ability on top of the weapon to make its normal variant worth using.

That or just make specialized damage weapons deal poor damage against non-weak foes, that would fix normal dmg.

Sat, 09/12/2026 - 04:12
#25
Chrysoscion's picture
Chrysoscion
DVS Should be Shadow

Also here to drop my vote for Dread Venom Striker going back to the Round 1 Shadow version. DVS being normal + status makes it very unlikely to flinch and generally weak. There’s no issue with both DVS and Obsidian Edge being Shadow+Poison because they’re very different sword lines with different roles.

Sat, 09/12/2026 - 04:42
#26
Ainogommon's picture
Ainogommon
Some good, some nothing, some backward.

I would address the elephant in the room first, before going over other minor changes.

Round 2: Change to Dread Venom Striker.
Vile Striker and Dread Venom Striker damage no longer split with Shadow, Normal damage increase, chance to inflict Poison increased on all attacks.

This weapon identity is very strong. It is a HIGH RISK, HIGH REWARD weapon. The recent change reverted it back to normal damage, with a mere +35% damage increase total from the Live version. Make it deal damage only higher than the "normal" damage weapon leagues. Which, after a proper test with a party of 3 persons and without. I found this weapon performed worse. Thus, back from the first-round buff of being "Viable" to "Trivia"

I feel disappointed with the change. When the Wild Hunting Blade can perform almost the same, with the advantage of having an extra damage bonus vs. Beasts and Fiends. This game is about expanding your arsenal, after all, instead of sticking with only one weapon. The Dread Venom Striker now loses its previous identity: from a high single-target damage sword that can compete with the strongest sword in the game in the basic attack category. Also introduced a new viable shadow sword to this category. Now all to nothing.

I've tested it VS. The Amputator (which I think has a more fitting title of generalist than the Dread Venom Striker). And Amputator beats this 2nd-round change sword by miles. Here is the clip.

I've tested it vs. Strong mobs; the previous version does a better job at flinching a Giant lichen Colony with sword damage bonus: medium. With the current 2nd-round change, Dread Venom Striker. I can barely flinch the target with damage bonus: maxed. This is the issue. A high-risk weapon that also requires you to go into melee range should not have low damage, which crippling the flinch threshold. This rendered the weapon contradictory in itself as the Live server version. It is not usable.

So I propose reverting the change to Dread Venom Striker to the first-round change (Normal + Shadow split damage), which is far more suited for the weapon identity, according to the data. Monsters with poison weakness are Gremlins and Slime. So having shadow on it makes sense. And the enemy Mender's direct counter is poison. And mender can be encountered in most of the Clockwork level and arena.

Or

Add the new cutter crafting part to have split normal and shadow to go alongside the Wild Hunting blade changes. So every side can be happy
I have a concept made for Obsidian Cutter (Obsidian Slasher).

Mixmaster, Orbitgun, and slicer-line bullets will now only "fizzle" when they intersect the knight that fired the gun.
Mixmaster and Orbitgun bullet firing angle has been adjusted to hopefully more closely match their original incarnations.

The change was great on the bullet adjustment; it no longer hit the wall when firing near it. I have no word on the change with fizzle. But I understand this will reduce the visual clutter.

Faust and Avenger Fixes: Charge attack bullet speed and lifespan reverted

I tested and see no change vs. the Live counterpart. Maybe a bug?

Faust and GF self-curse duration has been reduced

I greatly appreciated this change. Down from 60 seconds to 20 seconds is a game changer, with a reduction in curse chance. Thank you!

A small suggestion box
I really like to see the Turbillion being buffed along with Torto fist weapon lines. These two types of weapons are really underwhelming and weak.
Turbillion could use a few damage buffs and a suction ability for the charged projectile.
Torto fist could use the removal of the hit limit on charged crystals.

Thank you.

Sat, 09/12/2026 - 05:34
#27
Retrofit's picture
Retrofit
yeah no, let's not do that

So, in a way, we've been given an opportunity to test the "boosted normal DVS" suggestion that was floating around.

Cool, cool.

So, we've tested that now.

Let's not do that, please and thank you.

Based on this round of changes, I suggest the following:

Dread Venom Striker:
Keep the increased poison chance, but return the weapon to split-shadow damage, like it was in Round 1.

Pure Normal DVS is pointless and will remain dead content, completely defeating the point of this weapon adjustment in the first place.

Even with the buffs, this pure normal DVS feels far less satisfying to play in testing, overwhelmed by pretty much any specialized option. It's gone from a thrilling shadow chainsaw which disrupts the long-established sword meta, to a floppy pool noodle which struggles everywhere and will just go back to collecting dust in the bottom of everyone's arsenals. It can't even meet flinch thresholds on certain enemies like lichen colonies anymore, so you can't effectively use it as a rush-down weapon. It's just back to being... bad.

It's difficult to express in words how disappointing this change is, but I'll try.

Even simply tallying the Round 1 thread revealed that a majority supported the new split-shadow DVS over a pure normal DVS:
https://imgur.com/a/gRZk1j0

24 in favor of split-shadow DVS. 8 amiable to the idea of a new shadow cutter instead. 3 hardliners against.

This it purely from tallying unique users in the Round 1 forum thread, without going into other media channels (which mirror or amplify this trend). This isn't some appeal to a phantom majority, or some personal clique of groupies, it's just hard numbers anyone can check. This trend will likely just repeat in this thread. The majority clearly want the split-shadow DVS.

You're taking away something many testers were overwhelmingly excited to take to live, in order to appease a loud minority which doesn't even really use the old weapon much in the first place.

Overruling a majority of excited testers to satiate the stubborn uncaring few who fetishize using bad "anti-meta" gear is a bad start to this balance testing and I hope to see this trend reversed quickly. There's a lot of gear to work through and it's a bad time to start compromising and getting cold feet. I get that we're still just testing, but we're also at a fork in the road now. Only one version of this weapon can make it to the live game.

From what we've seen of in-game chatlogs with GMs, adding new equipment isn't under consideration right now. So suggesting a whole new shadow cutter isn't tenable. There's no middle ground.

It's one or the other.

And if we have to choose one, I would, BY FAR, prefer the split-shadow DVS over the steaming pile of mediocrity that is pure normal DVS. Because even with the normal buffs, a normal cutter is just a pointless outclassed pile of junk.

We can add a normal cutter later, if certain people need that so badly (similar to how a normal damage brandish was added later, after brandishes in general were brought up-to-par). The rest of us were real excited for that split-shadow DVS, man. Don't dangle that buff in front of us and then just take it away because a few loud detractors got pissy. They'll get over it very fast. The rest of us won't.

Sat, 09/12/2026 - 07:05
#28
Aaharu's picture
Aaharu
Can we activate the heat level?

I feel like we shouldn't be grinding vana to heat our weapons, specially if the test server is only going to run for this weekend. We'd really appreciate if you could activate that level.

Sat, 09/12/2026 - 07:38
#29
Thats-Rough-Buddy's picture
Thats-Rough-Buddy

"Welcome back brave testers!" brave? Lmao

Anyways, the feedback is clear that the round 1 DVS is the most liked by actual members of the community, but round 2 was good to test out the theory of keeping normal damage that the vocal minority wanted.

I could see the DVS being reverted to split shadow, but keep its reskin (Dread Cutlass) as the normal damage version to satisfy the vocal minority. Or introduce a 3rd cutter with split damage like what the graveyard phantoms use.

Great to see the speed at which GH can make these changes btw, seems like the code back end cleanup is going nicely.

Sat, 09/12/2026 - 07:44
#30
Grandish's picture
Grandish
Thanks for DVS

Personally I'm glad that our feedback was considered, and that Dread Venom Striker was reverted to its original damage type.
I've said it before and I'll say it again, eliminating weapons with Normal Damage 1 by 1 is NOT a solution that addresses the problems of Normal Damage by its roots, and the concept of a "consistently average damage type" still has a place to shine in this game, albeit currently suffering from severe lack of use-cases.
I'd much rather get a dedicated Shadow Damage Cutter at some point in the future, given that we already have a model/texture for one, used by Void Gremlins and Phantoms.

Also, "thanks" "a lot" to a single user on forums for singlehandedly keeping the most broken gun line (Orbit/Mixer) in the game in its current jank state.

Voicing concerns to Grey Havens does seem to work, for better and for worse.

And based on the comments I'm seeing so far, it is ABUNDANDLY clear that damage type alone is not what made Dread Venom Striker as strong as it was, but the fact that the scaling on single type and split type damage was clearly off the rails and calculated incorrectly. This simply NEEDS to be addressed in the future, because right now it is a problem for every weapon currently stuck with 1 damage types, and raises concerns for what changes we may face for other weapons.

Tldr; swapping a damage type is simply not necessary, please just fix split damage scaling.

Sat, 09/12/2026 - 08:10
#31
Sobondii
Please re-add Shadow damage to DVS

i dont see any good reason for dread venom striker to stay as pure normal damage, whose toes would it be stepping on? cutters are struggling for relevancy as it is, and boosting the normal damage doesn't mean much when it's JUST normal damage. letting it keep the added shadow damage means that it will have far more use-cases than it does now.

even if it would be sharing uses with other shadow damage swords, i think that's actually a good thing because cutters play inherently different to other sword families

Sat, 09/12/2026 - 09:17
#32
Worvera
@Grandish

> And based on the comments I'm seeing so far, it is ABUNDANDLY clear that damage type alone is not what made Dread Venom Striker as strong as it was, but the fact that the scaling on single type and split type damage was clearly off the rails and calculated incorrectly

LIVE SERVER

DVS level 10 / DMG bonus none
neutral 107/61 [136/71]

DVS level 10 / DMG MAX
neutral 169/86 [192/112] (+57% from dmg max [+41%])

TEST SERVER (ROUND 1)

DVS level 10 / DMG bonus none
ineffective 95/61 [116/68]
neutral 143/89 [177/99]
effective 201/119 [230/136]

DVS level 10 / DMG MAX
ineffective 139/80 [172/93] (+46% from dmg max [+48%])
neutral 219/118 [274/138] (+49% from dmg max [+54%])
effective 284/166 [324/188] (+41% from dmg max [+40%])

yea bro abundantly clear. crystal clear. it's definitely the damage bonus scaling. keep parroting the same split damage theory like theres more than 2 data points its based on

Sat, 09/12/2026 - 09:22
#33
Arumigen
My 2 cents!

Heya, yeah please keep round 1 DVS :)

Grandish's concern in his later half of his message is extremely valid. That switch from normal -> normal + shadow just throws balance out the window. At this point, it's somewhat just too late to fix with the manpower I assume y'all have. Which is fair because we're literally talking about an adjustment of possibly every single weapon in the game. All you guys did was bring relevancy to ONE weapon, and went back on it and the community literally went to World War III overnight. That being said...

Respectfully, you guys have given us fairly high expectations in regards to your statements about the future state of the game. This isn't gonna come from small changes like increasing the dmg of a normal dmg type dvs when raw normal damage weapons are innately flawed or inferior to split damage weapons.

At the end of the day- ideally you guys (and what most players would want) would be for the game to FEEL good from multiple standpoints with stepping on as little toes as possible. This game gives little to no hint at what weapons perform the best. A combuster is equally easy to obtain as a dread venom striker yet one performs INFINITELY better than the other. And it's not like one is good, and the other one is amazing- a lot of players don't simply choose to run the typical FSC gear (+their alternative damage counterparts) because it's the best of the best. But because MANY other weapons simply FEEL bad. No one wants to spend the next 10 seconds slashing at an enemies health with a tissue to get it down to half health when the player right next to you put in the same amount of work to get their gear, and shreds a whole wave of enemies in the blink of an eye.

Unfortunately, this experience has already been treaded through for 90 percent of the player base and can't really be taken back. Players have invested time and effort into their knight's identities in order to live out the power fantasy that THEY CAN. We can't be swift slashing swordsmen or gigantic sword swinging giants because it doesn't f e e l g o o d to play those archetypes.

Give power to the archetypes already in the game, let players live their power fantasy as they should in any MMORPG, and I promise you guys will be heading in the right direction :) (as stated before- yes bring back the shadow DVS)

Sat, 09/12/2026 - 09:48
#34
Ainogommon's picture
Ainogommon
Just want to contribute

Just want to contribute

Round 2: Reverted

DVS level 10 / DMG bonus none
neutral 149/77 [172/100] [35%, [31%])

DVS level 10 / DMG MAX
neutral 214/124 [237/148] [32%, [26%])

Compared to what it was before, it is not the same. I cannot flinch mobs to save myself. And struggling vs. a large mob in a 3+ player party
Also, Viable weapon is good, since its reskins will also receive the buff as well. And a good weapon = More demand for the promo boxes. More sales!
It is good for whoever unboxed Dread Captain Cutlass or Merchants that is hoarding them.

Sat, 09/12/2026 - 09:47
#35
Plushie-Knight's picture
Plushie-Knight
$4.95 on Energy in the last three months

I was about to come test Round 2 to see how things felt compared to the first Round, but I got blocked at login. "This server is only available to customers who have spent at least $4.95 on Energy in the last three months."
Is there a particular reason for this change? I consider myself an active player on Live and one invested in testing and balancing, but I'm also one of many people who aren't in a financial position to regularly spend money on games. Maybe that means, regardless of activity, or streaming the game, or inviting and showing the ropes to my friends, I'm not the kind of Customer that the game or balance is intended for - at least, it feels that way.

Why this change?

Sat, 09/12/2026 - 09:51
#36
Monochr-Observer's picture
Monochr-Observer
this is getting silly

What's the point of Poison, let alone any status, if the weapon that inflicts it is going to kill the target within seconds?

I don't think Dread Venom Striker was ever supposed to be an absolute shredder? (idk what the original vision for this weapon was) but maybe a support weapon that was meant to take advantage of mobility and speed to inflict Poison on multiple targets like some kinda rogue/ninja. (keep the current damage buff ofc so it's not painful to use solo)

To make everyone happy, just add a seperate brand new Shadow/Normal STATUSLESS Cutter. There. Gremlin Shredder 9000. Problem solved.

Sat, 09/12/2026 - 10:47
#37
Zosu's picture
Zosu
Please don't touch Mixmaster and Orbitgun

You can only make them worse, because the originals are perfect.

Just make recolored modified copies, if you must.

Also, btw, this whole development, including all weapons, looming on the horizon seems to make players hesitant to spend IRL money on SK. They don't know whether it will be so bad, they won't make use of whatever they purchased.

Sat, 09/12/2026 - 10:54
#38
Niteblade-Eight
Please touch Mixmaster and Orbitgun + also keep Round 1 DVS

Remember to keep the Round 1 changes and ignore players saying to not fix them, for they tend to make disingenuous statements with no objective component with the sole interest of keeping a bug that needed to be fixed.

Also pls remember to return Round 1 DVS to us, thank you.

Sat, 09/12/2026 - 11:03
#39
Dawnleaf's picture
Dawnleaf
This is beyond silly

What is the point of statuses indeed? Let's just remove the status effect off every weapon and increase the pure damage output instead.

Problem solved!

Anyway. The more I try the pure normal DVS, the more I crave the shadow DVS back. And, please touch Mixy. It's been so long since the confection prize box of 2014. It's time for all to get a hand on it.

Sat, 09/12/2026 - 11:43
#40
Looney-Dragon
mixy bugged damage

Charge attack and regular attacks still do the same damage

137 dmg (from prev test, against constructs):
https://youtu.be/zgf_akGfAGk

81 damage (current test, against slimes):
https://youtu.be/crjDWlKNIw0

Sat, 09/12/2026 - 12:19
#41
Bleikur's picture
Bleikur
troikas

i think the troikas need something to give them more utility/support instead of damage - maybe the charge attack leaves a 3* mist-bomb aoe? nothing bigger than the 4* mist bombs so the bombs themselves dont become troika without the damage. or maybe their status aoe IS a lot bigger, but with a much smaller proc chance than shiv - all enemies in a 10 tile circumference of the charge have a chance to be frozen to sell the impact of the sword's mountainous namesake while also giving it more support

Sat, 09/12/2026 - 12:29
#42
Parasthesia's picture
Parasthesia
Testing feedback - bring back Split Shadow DVS

Combined feedback after comparing Round 1 and Round 2 Changes:

* Dread Venom Striker:
The shadow split damage version was more enjoyable to use. It gained a place in the meta with the other two powerhouses, obsidian edge and Acheron. The other enemies that you might bring it against also feel just fine.

Round 2 DVS note: perfect increased poison chance! Now bring back the split shadow damage.

The changes Round 2 Dread Venom Striker brings makes it feel lackluster. Don’t get me wrong, the damage increase puts it miles ahead of where it used to be. You can bring it to everyone’s favorite level, Firestorm Citadel. However, lacking that final oomph of specialized damage makes me question why you’d even want to bring it anywhere. A knight only has so many weapon slots, so you have to ask if something is worth bringing to the level over something else. As a DPS sword, a pure normal DVS does not fit that role well, and you actively gimp yourself and go out of your way to use a slightly worse weapon. A Poison support role is more effectively filled by obsidian edge, maskeraith, and the poison hookhaze bomb much more effectively. I would rather have a great specialized sword that can shred through everything but undead and fiends than a less shreddy normal only sword. I would already prefer to use the specialized Wild Hunting Blade over Dread Venom Striker on undead and fiend families, so any gains of a normal damage Dread Venom Striker are negated, and it lacks a good use scenario while being lackluster compared to anything else you could bring with you to missions.

* Wild Hunting Blade

I LOVE the changes to Wild Hunting Blade by giving it split damage. The high risk playstyle of hitting enemies instead of safely hitting them with charges or bullets from afar should pay off - and it does! Please keep this weapon as it is. It thematically works great and doesn’t diminish the powerhouse that is brandish and many players love, and gives them new, satisfying weapons to craft and buy promo reskins for.

* Sudaruska and Triglav troika line

Great buff. These were always mechanically satisfying to use, and with the damage buff, particularly the charge, these weapons are worth using. Call your mind back to the choices a knight has when they decide what weapon to bring. Having high neutral damage and a good charge is a great niche to have, and is worth bringing over specialized damage because of the burst damage of the charge. The neutral target damage being slightly higher than Divine Avenger and Gran Faust means you keep the heavy sword utility role, and the attack speed increase to baseline makes it a fun option.

Also to note, the damage is not overpowering and replacing the use of any other weapon, and gives options to the player. If anything, all heavy swords should see an increase in base damage of their normal combo attacks. This would lessen the disparity between the two hit combo and the three hit damage of brandishes.

Side note: Warmaster Rocket Hammer charge damage should be increased in-line with Sudaruska’s charge damage, as it is not utilized at all now due to the damage being too low to justify the wonky mechanics of it.

* Gran Faust

Solid changes to the charge time, curse chances on self, and timer. The bullet shot on charge hits at least 3 times usually. I would fully support changing this to the three bullet spread of Divine Avenger, as curse is not that strong of a status and fits the defensive nature of heavy swords by letting cursed enemies harm themselves to make up for the loss in damage when bringing a Gran Faust over a more dominant DPS option like Acheron or Obsidian Edge.

* Divine Avenger

The faster charge release of the bullets as well as the tweaks to the beams means the bullets hit 2-3 times. This isn’t a ton of damage. Changes are good so far. Gran Faust has curse, but has the same damage as Divine Aveneger. Thematically, that should mean that Divine Avenger needs even more damage to compensate. My suggestion is to increase Divine Aveneger’s base damage, or at least the damage of the bullets up a tier to make it more competitive with the dominant brandish line.

End notes: great balance changes so far. I particularly love the niche that Wild Hunting Blade with split piercing damage and the Round one Dread Venom Striker with split shadow damage filled.

Heavy Swords have always needed a little something more to compete with the Brandish lines, and I suggest slightly more damage to all heavy sword normal combo attacks, across the board.

Sat, 09/12/2026 - 12:41
#43
Ainogommon's picture
Ainogommon
Mixer bugged damage

Same damage for basic and charge attack
https://youtu.be/x7qhHg9Id6c

Sat, 09/12/2026 - 14:41
#44
Bolted-Blade-Buyer
Revert DVS Back to Shadow Damage

I'm just here to do my part in getting this awful revert reverted itself. Shadow swords desperately need more variety; our current options are Acheron, Acheron but with poison, and Gran Faust, which deals similar damage while being extremely slow and having an unusable charge attack.

Shadow DVS would serve a very fun, new and viable niche as a high-DPS shadow sword, where it currently (normal damage DVS) has none at all. It's been an infamously weak weapon for a very long time; low damage, low flinch, low range, no speciality.

Please give us our shadow DVS back, it was a widely celebrated change that y'all didn't see because the majority of the active playerbase uses isolated Discord servers instead of the forums.

Sat, 09/12/2026 - 13:41
#45
Ares-Il's picture
Ares-Il
About DVS and DA/GF

For Dread Venom Striker:

  • Im also concerned about the DVS current changes on keeping it "normal" when the round 1 DVS was superior in all aspect.
    Posting also in favor of getting Dread Venom Striker shadow/normal changes back. "Why?" has better usage, more versatile, more use cases. Normal DVS falls apart on 4man party, even worse on hard content, doesn't even work risking sparks to just have a "poison niche normal sword" when we can have a superior shadow/normal poison sword that can do its job on killing single targets fast, easy and getting you out of trouble pretty fast.

For Grand Faust / Divine avenger

  • Im on support on giving GF and DA a boost on their damage, "why?" because current values on said weapon would add a dominant area of use cases, right now both weapons colides with 3swing counterpart while they felt like 2handed weapons that should have more damage as they only have 2swings, also said weapons are only obtained by farming a boss having the feel of "why would i farm this boss if i can get better results with a hall of heroes sword that, on top, also does 3swings?", giving them their boost on damage not only will make them appealing on why farming 20 seals for each sword and hunting the recipes on aunction house/basil, but also giving reasons on why to use 2handed sword that sacrifices speed for heavy blunt damage.
Sat, 09/12/2026 - 13:56
#46
Grandish's picture
Grandish
@Zosu

> "Also, btw, this whole development, including all weapons, looming on the horizon seems to make players hesitant to spend IRL money on SK. They don't know whether it will be so bad, they won't make use of whatever they purchased."

Completely off topic, but I don't know where that conclusion even came from. Anyway if Grey Havens start actually rebalancing the existing weapons then I'm more than willing to buy the next Prize Box Promo that shows up in the Depot.
I promised to myself that they'll actually deserve it once they start putting the effort.

Mon, 09/14/2026 - 04:14
#47
Promethiean's picture
Promethiean
Round 2 Feedback

Okay so this is fun!

Dread Venom Striker

    THE GOOD:
    - Poison proc is good! Feels nice to proc it.

    THE BAD:
    - Pure Normal ain't doing it. It falls behind even WHB on Slimes and Constructs at time and I don't know why.
    - The Flinching for DVS is bad. It feels super inconsistent.
    - I genuinely tried it with fully Normal-only damage but it doesn't do well. REVERT IT BACK TO NORMAL + SHADOW PLEASE
    - For both cutters, I think the knockback of the regular combo should be reduced heavily.

Triglav and Sudaruska

    THE GOOD:
    - In round 1, it did well!

    THE "MAYBE CHANGE":
    - A lot of talk has been made between other players and there's one thing that is brought up. "What will its niche be?" Hopefully, there can be more content down the line where this weapon is made more useful. Ideas can be: More than 3 monster families in a level, apply status affects certain enemies more, or having an enemy that is resistant to everything BUT Normal damage.
    - If the content mentioned above WON'T happen, then I suggest a change to the charges of these weapons. The 5-Star weapon charge needs to PULL in enemies. Why? So it can be more generalist and more selfish without needing support of other weapons. That way, it can be used more as a weapon that doesn't necessarily require weapons like Electron Vortex.

Gran Faust and Divine Avenger

    THE GOOD:
    - The charges are better.

    THE "MAYBE CHANGE":
    - These weapons need damage buffs honestly. They are still outmatched by Brandishes and with how SLOW they are, they are can usually be high risk, mid reward.
    - I suggest instead of just getting a flat damage buff, that maybe there can be something more unique to their moveset. Perhaps the second swing can be MUCH faster and deal MUCH MORE damage than the initial swing, or maybe make the charges deal more damage.
    - Gran Faust. The curse is still meh. Curse is not a great status against enemies. Yes, at +12 Curse resistance, you cannot take Curse damage anymore. But you put so much resistance into it that other armors would've been better. Maybe make the charge 3 blades like the Divine Avenger? Or perhaps make it inflict Curse a lot more? That way the status can be viable if it is proc'd a lot more.

Diskguns

    Fine where they're at.

Other weapons

    I think it is a good time to bring up other weapons not mentioned in this Round. Flourishes, Caliburs, Shard Bombs, and Antiguas. Flourishes are now outplayed by the WHB. Caliburs have always been low powered and frustrating to use. Shard Bombs fall into the same frustration category. And Antiguas need a quirk or niche to them that isn't just "more bullets".

Thank you again for letting us test these weapons! I do not mind that this round 2 happened. Infact, I am very happy to TRY Normal-only DVS and KNOW that it is not for me and probably not for most people. These changes are always appreciated and please, take as much time as possible.

Sat, 09/12/2026 - 14:44
#48
Sierra-White's picture
Sierra-White
Dread VenomTo be frank, I

Dread Venom
To be frank, I vastly prefer the first iteration of the buff to dread venom striker. The first round version was a competitor to acheron. (I assume the game is being balanced around acheron / combuster and blitz, if not please clarify) The current version is really just a poison applier, and I would bring a Venom Veiler over this version of Dread Venom for that purpose.

Faust
I think that these changes are moving in the right direction for faust. Having a sword with a powerful charge attack that has a 1/5 chance to curse you is the vision here, but it is kind of lacking on the power side of the deal. The charge attack is pretty close to being good. Some options you could take to push it over the finish line:
-Do much damage so it is superior to Acheron’s charge while having the curse risk
-Not slow you down while you are charging / holding the charge.
-Make it shoot more swords like divine avenger.
-Make the charge hit in a 360 like the Caliber line
There are a lot of options to bring the charge home, the changes so far are moving in the right direction.

But with the normal swing attacks, Faust is still sorely lacking. It is slower than Acheron, more risky, and does the same damage. Either increase the speed, which feels like it goes against what the sword is in my opinion, or increase the damage to be higher than acheron. Also the speed tooltip says it is faster than Divine avenger for some reason, that should probably be fixed while you are working on tooltips.

Sudaruska and Triglav
I think these are in a pretty good place. I feel like they are real competitors to the combuster, with a bit more versatility due to normal damage. My only issue with these swords is that Sudaruska is just kind of straight up better than Triglav. A Sudaruska charge sends everything away from you all of the time, while a Triglav charge sends everything away some of the time. I think removing this inconsistency by making the Triglav charge always inflict freeze will give it a niche, OR if that is too much, make it so that IF it does inflict freeze, it inflicts it upon every foe caught in the charge. With this change, Triglav will be the high risk option, holding enemies in place for another charge but also keeping them close to you and allowing them to hit you. It would be a choice between a more defensive or offensive sword.

Wild Hunting Blade
I think this is in a good place. A split damage piercing sword is something new we did not have before, it feels great to use against beasts and fiends. I would bring this to a Beast level instead of combuster / acheron. It is even better than the previous option (flourish) which was really the only option. But I think some light adjustments to flourish can bring things in line easily.

Sat, 09/12/2026 - 16:24
#49
Flowchart's picture
Flowchart

If it's numbers you need then I also preferred the DVS the first time around. Although, having a normal/shadow version as a new weapon might be good for both sides (except those who had UVs on their existing DVS, lol)

I hope the Troika reskins will also get the damage buff since they were overlooked this time.

Sat, 09/12/2026 - 18:32
#50
Mergu-Md's picture
Mergu-Md

Shiver me timbers, me cutlass won’t cut butter! Fetch the whetstone, ye scallywag!

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