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Test Feedback: Stage 2 Weapon Adjustments

23 replies [Last post]
Mon, 10/19/2026 - 15:30
Cronus's picture
Cronus
Game Master

Welcome back brave testers!

This week we're opening the Preview Server again to test some more weapon adjustments. A few different weapons have been changed. Check them out and please give us your feedback. To help with your testing, the Supply Depot has the altered weapons for sale. The preview server will be open until October 26th unless there are some unforeseen circumstances.

All Calibur Combat Style weapons charge attack damage zones increased from four to six, damage zones synced more closely to animation. Enjoy the new punch of these legendary blades:

  • Leviathan Blade attack and charge attack damage moderately increased.
  • Cold Iron Vanquisher attack and charge attack damage moderately increased. Bonus Damage vs Undead increased from High to Very High.
  • Amputator Combat Style changed from Brandish to Calibur! Damage minorly increased, Bonus Damage vs Slime increased from High to Very High, chance of causing Fire added to charge attack.
  • Turbillion attack and charge attack damage minorly increased and bullet damage moderately increased. Charge attack bullet slowed, lifetime increased, damage zone minorly increased, and chance of causing Shock added.

Any reskins, visual changes associated with status, lower star versions of these weapons, or recipe changes due to change of combat style will be updated for future testing before a final release.

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

Mon, 10/19/2026 - 16:54
#1
Martinkai
First comment baby! Happy with Calibur changes!!!

Personally, I'm very happy because Caliburs are my favorite swords in the whole game, but yeah, normal damage is not as useful as it used to be.

The Leviathan Blade's problem was pushing away targets before the damage could happen. The new changes let me clear the Arcade with the lvl 1 sword; not THAT powerful, but still very usable.

The Amputator soft rework is interesting, maybe we could "standardize" the swords a little since damage bonuses are not that useful on weapons—we could leave that to armors.

My recommendations:
Amputator:

- Bonus damage against slimes

+ Buff damage, less than Levi

CIV:

- Bonus damage against undead

+ Good chance of inflicting strong freeze

+ Buff damage, less than Levi

About Turbillion:
It's a pretty unique weapon and is not intended to be OP I think. Changes are welcome, but many others would agree that the small hitbox of the projectile and the slow swing are just not that good. Many solutions could be applied here, but the simplest and most elegant (IMO) could be to add a little vortex effect since it synergizes with shock.

Mon, 10/19/2026 - 17:01
#2
Gunite's picture
Gunite
Damage vs undead VH is still not pulling weight

I really do love the the damage boosts Leviathan blade, Cold iron Vanquisher and Amputator received my only problem which is a big problem here is that even with these buffs Leviathan blade is still doing more damage against undead and slimes the thing both of those weapons is supposed to be very effective against.

Levi basic attack's
223, 223, 275

Levi charge attack
362

Amputator and CIV against slimes and undead respectively
211, 211, 261

Amp and CIV charge attack
343

both of these weapons do even less damage against enemies the other enemies aswell, I feel as though amputator can get away with it a lil because it now causes fire with its charge attack which is a amazing damage status effect, but for CIV there is no upside to civ, I propose we either remove the Undead damage and lean into the chains or cold aspect of this weapon and have it freeze or bind enemies on the charge attack to give it a edge to be on par with levis damage and Amputators status effect or we can keep it and add the freezing effect aswell but it desperatley needs somthing.

Mon, 10/19/2026 - 17:07
#3
Retrofit's picture
Retrofit
tidbits once more

I'll offer my thoughts on two specific swords, for now.

[ Amputator ]
Even as a dedicated "Anti-Slime" weapon, Amputator lags far behind Shadow swords in performance (Acheron/Dread Venom Striker/even Gran Faust). The new chance to inflict fire status does nothing to help it in that regard, and seems like little more than odd novelty with almost no use cases.

Proposed changes:
-Remove chance to inflict Fire (it just feels out of place and makes the weapon into an odd fork of the Fang of Vog)
+Give Amputator the ability to inflict [ Defense Down ] on its charge attack (similar to Seraphynx's Disintegration Ray ability).
No current weapon has the ability to directly reduce defense (poison exists, but is often tied into specific damage types and does not work vs all monsters). This could, in theory, turn Amputator into a unique support weapon which shreds defenses and sets up powerful followups for yourself or other party members. Thematically, it could still make sense - imagine the chainsaw blade shredding enemy armor apart!

[ Cold Iron Carver ]
Unfortunately the Undead VH bonus doesn't help the weapon at all, since DvM bonuses cannot overstack past DMG Maximum - meaning you are far better off just continuing to bring an elemental Brandish for undead levels (especially FSC). While it's good to see the weapon getting attention, these changes aren't enough.

Proposed changes:
Change Cold Iron Carver to Elemental Damage
Give Cold Iron Carver chance to inflict Freeze on its charge attack

These tweaks would instantly catapult CiV out from obscurity and make it a viable mainline pick for undead levels and mobs (while also increasing its attractiveness and usefulness in other content, as an added bonus). Elemental-type damage would allow the weapon the maximum benefit from Chaos/Black Kat armor bonuses, and the Freeze status would allow for powerful combos with Vortex bombs. Thematically, it could still make sense - cold iron is cold, after all!

General feedback: Damage vs [ Monster Type ] ("DvM")
DvM is generally a bad stat because it's competing against powerful bonuses easily available on other gear (universal DMG on Chaos/Black Kat armor). Even in situations where you're not using those specific armors, the benefit from having damage up versus a specific monster family is generally overshadowed by just bringing the appropriate damage type (pierce/ele/shadow). Unless a radical change (such as allowing DvM to overstack past DMG Max) is implemented, I would prefer not to see weapons balanced around this stat, since it just seems like a noobtrap.

Mon, 10/19/2026 - 17:27
#4
Scuggs's picture
Scuggs
The Amputator and its consequences

I have mixed feelings about the Amputator changes in specific because we're talking about changing an entire class of melee weapon. The changes made to coincide with the swap from Brandish to Calibur definitely fit with how the Amputator feels, but it seems like it also left a big "Normal Damage Brandish" sized hole in my backpack. Please, if you plan on pushing out these changes (won't complain, the new Amputator is fun) I'm sure a lot of knights would be happy with at least a replacement for something to replace the old Amputator's goal of being an all-purpose brandish.

Also the new Amputator charge attack could use some new particle effects maybe, it looks boring

Mon, 10/19/2026 - 17:30
#5
Doodleman's picture
Doodleman
A few things

The turbillion charge attack has the same issue that the DA had before. When your knights back is directly against a wall the projectile will not spawn.

I'm not a fan of the amputator becoming part of the calibur line. While it was weak compared to the other brandishes before. Losing the brandish charge just makes it even worse and is a direct nerf to an already bad weapon(I have a soft spot for cautery sword as it was my first crafted item back in 2011 so it hurts to see it be this awful).

I think the fire is a nice touch but what if (when reverted to brandish) the normal attacks cause fire. That would be nice, unique effect (compared to combuster or FoV's fire from charge attacks) and promote a primarily normal attack gamestyle with an occasional charge attack.

The damage bonus is worthless. Amputator was and still is worse at dealing damage to slime even after these buffs, its intended niche, compared to acheron. Here is a comparison of the damages without any buffs at lv 10 (at Slime training dummy in guild hall t3)
Old Amp: 210 210 260 = 680
New Amp: 268 268 326 = 862
Acheron: 304 304 393 = 1,001

With BK set maxing out damage the slime buffs are just negated and it still can't beat acheron against slime.

Old: 246 246 301 = 793
New: 295 295 357 = 947
Acheron: 422 422 532 = 1,376

Even normal attacks against neutral opponents the Amputator loses to the other brandishes (and barely beats an elemental brandish w/ 0 dmg bonus).
W/o BK
Old: 175 175 219 = 569
New: 214 214 264 = 692
Acheron: 242 242 332 = 816
Elem Brandish: 198 198 283 = 679

With BK
Old: 246 246 301 = 793
New: 295 295 357 = 947
Acheron: 361 361 470 = 1192
Elem Brandish: 319 319 410 = 1048

My suggestion to fix would be revert in back to brandish family so it gets back the brandish charge, fire on normal attacks, buff normal attacks so it has at least the same damage as elem brandish when maxed dmg bonus, and could the fire ticks be changed to higher damage(for just amputator)? currently it is 76 (or fire could be applied multiple times).

Mon, 10/19/2026 - 19:45
#6
Dawnleaf's picture
Dawnleaf
.

I think the damage buffs across the board feel nice. Definitely makes these niche Normal damage weapons feel less mediocre, but not too strong as to overthrow weapons of specialized damage types. Turbillion's charge getting some much needed love is great to see, but I think it could use a bit more. Amputator getting Fire fits the flavor of its description and the idea that it's a cauterizing tool turned into a makeshift weapon. But I think the swap to a Calibur Style Charge leaves me feeling ambivalent. The proposed change seems fine overall, but I quite enjoyed the original Brandish Style Charge.

Mon, 10/19/2026 - 18:03
#7
Promethiean's picture
Promethiean
Preview Feedback #1

Thank you again for doing changes. It's fun to try these things out!

Leviathan Blade
THE GOOD

    - Damage is nice
    - Damage zones for the charge feel good

THE MAYBE CHANGE

    - The knockback is ABSURD. I think all Caliburs should get the same knockback.
    - More damage and give it stun? It still deals less than the Brandishes like Combuster vs Neutral Enemies. To me, it should deal more if it doesn't have a status or about the same if it does.

Cold Iron Vanquisher
THE 'MUST' CHANGE

    - If you can even out the Knockback on all the Caliburs, just make Cold Iron Vanquisher PURE ELEMENTAL (not split damage)
    - Keep the Undead H or VH, up to you. Or remove it fully. Either way PLEASE give it a chance to inflict FREEZE or STUN instead.
    - The above changes makes it have a unique identity so its not exactly like Leviathan with a slight change

Amputator
THE 'MUST' CHANGE
It's so hard to put Amputator somewhere. A lot of talks happen between players about this weapon and I honestly do not know what to do with it. Right now it underperforms compared to Fang of Vog, Leviathan, AND Cold Iron Vanquisher in testing. Here's my thoughts on what could change:

    - Revert it back to a Brandish and make its damage between the Status Brandishes (Combuster, Glacius, etc) and the Acheron. Keep Bonus Damage vs Slime High and give it Fire status. This way it can be a Normal-only powerhouse. And keep its flinch on the charge.
    - OR Make it the "fire" Leviathan. If Leviathan gets stun or something and is given the suggestion I gave above, it would be nice to have an alternative. Maybe.
    - OR Make it like Fang of Vog, but the safer version.
    - OR simply give it its own moveset that can be similar to Caliburs and Brandishes somehow. Or give it a completely new one. It's in a weird place but it seems it will always be overshadowed by something else right now.

Turbillion
THE GOOD

    - The shock and damage increase is nice! Its somewhat underwhelming but its still nice.
    - I would actually like to keep Turbillion Normal-only. It just needs more oomph.

THE 'MUST' CHANGE
Like the Amputator, the Turbillion was released in a time where it was thrown into the game with no real thought. Nothing against GH but it is how it looks.

    - Please make its charge much slower and pull in enemies. It's a tornado but it doesnt act like one. If the charge is made REALLY unique and GOOD, then it could be a good Normal-only contender.
    - Basic bullet attacks should proc shock. Or the whole blade in general should.
    - Increase the damage. Its hard to compare it to anything but right now it feels off.
    - I am personally not opposed to making it Pure Elemental, but I would like try to make Normal-only work.

Conclusion
This is a good step for a first round. It does need some changes, though. I think that Bonus Damage vs Monster Family abilities are kind of restricting when you put them on Normal-only weapons. I would much rather these bonuses come from SHIELDS and ARMORS. Putting them on weapons feels silly.

I also want to ask again: Are you able to make damages different on Split-Damage weapons? If so, there's a lot of experimenting that can be done with that for ALL weapons. Please answer this so I can stop asking lol

I also want to ask about HEAT LEVELS. 5 star equipment from levels 1 to 7 are weaker than a Level 10 4 Star piece of equipment. That should probably be fixed for testing to be better.

THANK YOU FOR GIVING US LIVE VS TEST WEAPONS. It helped A LOT to compare instead of going back and forth and to help those test that didn't have the weapon already.

Thanks for the changes, I hope my feedback helps. Cheers!

Mon, 10/19/2026 - 19:04
#8
Vyre-Acidlashed's picture
Vyre-Acidlashed

The defence-down idea for the amputator is a clever one, actually, I like that.

Mon, 10/19/2026 - 19:20
#9
Cetta's picture
Cetta
Evil suggestion here...

Try testing a shadow or normal/shadow amputator so we can see how broken is. I mean, this is supposed to test it and get more feedback, right? (Obviously it will be crazy)

Mon, 10/19/2026 - 19:25
#10
Vyre-Acidlashed's picture
Vyre-Acidlashed

Actually, I know that the point here isn't to start introducing entirely new status effects, but the Amputator line could really do with something like Bleed (guaranteed small DOT effect) - or imparting a brief, guaranteed stun, or some kind of slowing effect. The way you give the Amputator a role is by allowing it to do something that a player might find valuable on a consistent basis. Something else that comes to mind is swapping its charge attack entirely for something that pins an enemy in place and deals all five charge splashes right at them - you know, to play up the chainsaw look, like you're really tearing into someone.

One thing that my friendgroup often talks about is how frequently we find enemies lingering with a tiny sliver of health left - if the amputator did some kind of bleed effect, it'd immediately be valuable by taking a whole action less to mop up an enemy without actually having to be mercilessly overpowered, but it does need *some* kind of love...

Mon, 10/19/2026 - 19:30
#11
Arthur-The-Warrior's picture
Arthur-The-Warrior
PLEASE keep Amputator a Normal Brandish

I totally agree with Doodleman and Promethiean on keeping the Amputator a normal Brandish. But if it needs changes, please increase the damage bonus vs slime to very high. Keep the chance of setting enemies on fire though since it perfectly fits the description and theming. As well as making it stronger to better keep pace with the elemental brandishes. Whoever suggested defense down though, that could be a good one too. But either way, please keep it as a Brandish with damage bonus vs slime for sure.

Maybe Damage Bonus vs Monster Family could be made to not apply to the damage cap if it helps them and UVs get better. But that's another can of worms I worry, even if it allows for tunnel vision against certain enemies pretty much. That's gonna need more work and testing to see how could that work.

I like the changes to Leviathan and Cold Iron Vanquisher though, Very High vs Undead is very good on the latter. But I personally would add a little elemental while keeping the current changes for normal damage to make it even stronger vs undead. The chance to freeze idea is a perfect thematic one too since it's supposed to be cold iron as the name says. I feel the normal damage should stay since it's part of the Calibur line, but adding some elemental to it can help improve the damage to undead and make it more viable as well.

In case Turbillion did have shock effects added also, please keep those too since I think it's a fitting thematic addition too.

I hope these suggestions can help. And in addition to keeping the damage bonuses for the theming and lore, hope Cold Iron can still keep normal damage and Amputator can still be a Brandish too.

Mon, 10/19/2026 - 19:53
#12
Tondres's picture
Tondres
Amputator and Turbillion

I had a quick testing session with these - I don't have either on the main game, but I've been working towards the Turbillion (currently heating a Winmillion). I think that these status effect additions, alongside base damage buffs, are a valuable improvement to these two swords and fit in well with their styling/flavour. I agree also with Promethiean's suggestion to make the tornado projectile draw in enemies - it would make the Turbillion act something like a Vortex bomb, which I feel would grant it significant utility in crowd-control situations.

+1 to the idea of the Amputator inflicting a special defence debuff to struck monsters!

The question of changing the Amputator from a Brandish-style to a Calibur-style sword is intriguing; I can appreciate that there is value in retaining it as the Normal-damage line within its current family, but I wonder whether it plays better with the Calibur line's sweep charge or with the Brandish line's explosion-chain charge. If its charge attack can be at least as effective with the Calibur's play style as it was before, the change might be justified.

I appreciate also that the current iteration of the test server permits direct comparison of the existing weapons with their modified testing counterparts, so kudos to the devs on that.

Mon, 10/19/2026 - 20:05
#13
Arthur-The-Warrior's picture
Arthur-The-Warrior
If we need a new addition to Calibur line

I still want Amputator to remain the normal Brandish with defense down or chance of fire in addition to buffed damage vs slimes. But if we need a new Calibur line weapon, please make a new line instead. Maybe if Cold Iron Vanquisher gets some elemental added to it's already high normal damage while keeping damage vs undead adding freeze. we can try adding Arkus' sword as a new Calibur line with minor shadow damage added to normal, but inflicts stun. Can that better suffice for a possible new Calibur line weapon?

Mon, 10/19/2026 - 20:18
#14
Cetta's picture
Cetta
Power Vacuum

Wait, if the Amputator has to become a full Calibur, that means there is space for a new Brandish! what about a full normal stun one? or a full shadow that poisons but not grapple? or a very controversial normal/pierce brandish that use spiked cluster bombs for charged attack and serrated edges?

Mon, 10/19/2026 - 20:53
#15
Arthur-The-Warrior's picture
Arthur-The-Warrior
+1

Cetta kinda has a point, and I still prefer Amputator as the normal Brandish. So why not experiments with other ways to make Amputator stronger as a Brandish still? Adding different effects like the aforementioned chance to set on fire or apply defense down are already some options. I hope more suggestions for added bonuses or effects can possibly help.

Also, I rather a normal/piercing line for the Brandish be a completely new line. Maybe that one could be the poison Brandish, other than the Obsidian Edge and how it's an event-only weapon. This reminds me of how I already tried to suggest some Shadow Lair weapons together with some other users before. But maybe that is better saved for another discussion instead.

Mon, 10/19/2026 - 20:34
#16
Donkey-Ahh
My opinions and questions

I like the suggestion on the buff on normal damage weapons because they played being underwhelming and sucks with very low damage (except iron slug.

I really would love the amputator to not be calibur-type of a weapon. I would like it to be remain brandish, it's unique for that brandish to have a normal damage variation other than shadow and elemental. I would love to keep the amputator as brandish with the new fire effect and damage buffs as well.

If you going to improve the numbers of hits, what about Sweet Dreams and Celestial Saber or are they included? They are normal damage caliburs but separate weapons from CIV, Levi blade. Would they get changes as well?

Can we have a calibur that have pierce or shadow damage? It would be very nice to have them in the game. It would make them fun to use. Plus we would have way too much caliburs that deal normal damage. With these new changes, it would be 5 calibur normal damage style - CIV, Levi Blade, Sweet Dreams, Celestial Saber, and Amputator. Would this be necessary, to be really honest with u?

Turbillion line would be a complete rework. The damage buffs are still underwhelming, not good numbers on the basic and charge attacks. I don't like the attack and charge style of turbillion. I believe other people would agreed with me that this weapon really do SUCKS. Rework of a turbillion are must-need situation in regarding this type of weapon to be honest with you. I would be fine if you change this damage to pierce or shadow, to be honest.

Mon, 10/19/2026 - 20:40
#17
Cetta's picture
Cetta
Turbillion

what if the charged attack can homing on enemies, explode and somewhat ignore part of the walls hitboxes (not blocks themselves), and the normal attacks is a full circle around the player (like you can harm enemies even if they´re on your back) and makes you move while doing it in the funny fashion it already does?

If there are going to be more turbillions, consider the same treatment pulsar variations have, a Dark freeze, Elemental Fire, Elemental Shock, Normal Stun.

Mon, 10/19/2026 - 20:47
#18
Pazlin
Amputator Cosmetic Bug

Amputator's chainsaw animation does not play when switching between two Amputators, or switching from a gun to an Amputator. Seemed consistent between the old version and the test version.

Mon, 10/19/2026 - 20:48
#19
Fishmclishy
Feedback

Hello! Thank you for continuing to give buffs to some of the weaker weapons in the game. It breathes new life into the game and is something we've all been eagerly anticipating for a very long time. I have a few thoughts on each of the changes so far I'd like to share.

Some prefaces:

-Damage versus monster-
Damage versus monster (DvM) is a mechanic that was semi relevant in the early 2010s and it is no longer relevant due to how easy it is to get chaos and black kat. Increasing them does not help the weapons, unless the player opts out of chaos or black kat. This could be more relevant with an armour rebalancing, but currently, increasing these will not bring extra power to the weapons. If you want a weapon to be better against a certain family, then it has to be made into the damage type that is effective against that family, or give it the ability to apply a status but only to that family (this hasn't been done yet.)

-Knockback on charges-
The calibur lines have inconsistent damage because of their knockback. You can mitigate this with shock, sleep, walls, or other methods, but it can really ruin the potential the weapon has. I would like to be able to test how the charge would feel if only the FINAL hit caused knockback. This way, all hits would easily connect, and the weapon would retain its “get off me” feel. Alternatively, if this is too much damage, make only the first hit not deal knockback, just to give the rest a bit more time to connect.

-Cold Iron Vanquisher-
-Same damage as amputator on basics, more damage on charge, less knockback on charge than levi, equal to amputator's.

The higher damage on the charge compared to amp makes it a straight upgrade in all levels. Fire doesn’t justify less damage. The lower knockback does help it compared to levi, but the damage profile is still pretty low. A change I would like the opportunity to test out would be giving it some elemental damage as well as freeze. Freeze would make enemies not get knocked back, and elemental damage would make it actually good against undead. Remember how Wild Hunting Blade was made piercing because in order to do well against beasts you need to be piercing? Same rationale here. I am speaking through hypotheticals right now, so I'd love a chance to test this if possible!

-Leviathan blade-
-Much higher damage all around, beats Combuster on first two swings against neutral targets, and received a buff to its charge's knockback.

I enjoy how much damage potential the weapon now has. With less knockback on the initial hits of the charge, it would become more reliable. Also, why did the knockback get increased? It is far too high right now.

Just as a preface to these next two weapons, Amputator and Turbillion have always been awful. We knew they were awful the day both of them were added to the game respectively. Damage values, normal damage as a whole, and bugs have kept them from ever being seriously considered at all aside from niches like using Turbillion to break blocks quickly while speedrunning black kats.

-Amputator-
-Same damage on basic attacks as CiV, but less charge damage. Can inflict fire on the charge.

Amputator is still bad, as it was before. It is better, but it loses to CiV. In my opinion, there isn’t enough space to design amputator as a calibur without it being a statistical upgrade or downgrade to levi and CiV. I would like to test the weapon as a brandish, but give its charge attack the ability to inflict defense down. It would give it a very very unique niche, and it'd be flavourful (it has cutting razor blades). A supportive sword player could pair it with an obsidian edge to seriously amp their party's damage, and it would allow damage amping of your team in levels where poison isn't an option. If this isn’t possible, then the weapon has to be redone entirely, away from the flavour text suggesting anything to do with slimes. It has sawblades, so why not try a piercing weapon. Right now it's a CiV downgrade, and as a brandish it’s absolutely terrible. Larger steps have to be taken in new directions for the sword to be worth considering over the other options that beat it numerically. DvM doesn't save it, as others have said.

-TURBILLION-
This weapon should receive the most attention; it needs a lot of help.
The charge still has many fundamental problems:
-can be redirected by turning
-can be deleted randomly and by shielding after firing
-has too many startup frames
-inconsistent damage dealt
-small aoe
-small damage values
I don’t want to suggest a total redesign of the charge, but it’s very bad, bugs aside. What I would like to see is it spawning a suction bomb projectile (it's a tornado, so…) that slowly moves forward before exploding. Others have suggested a suctioning effect, and it is a tornado that it shoots so... I think it'd be very cool.

The basic attacks were improved, and the projectiles do respectable damage now. There is still a problem with its third swing. For some reason, the third swing is a heavy sword swing and has many recovery frames and has an extremely extended swordstep window. The projectile is also fired from where the third swing begins despite how far forward the knight steps, so the projectile has a much shorter effective range than it otherwise should. Enemies also dodge the projectile, which seems weird for a sword. I saw someone else suggest to make the projectiles an arc rather than a small ball, which would give the weapon more of a chance against groups of enemies. This seems like a very interesting idea.

-Summary-
DvM is not a valid way to buff weapons due to the prevalence of black kat and chaos.

The damage buffs are good.

The normal damage caliburs are insanely oversaturated. There aren't enough ways to differentiate them, and Amputator suffers heavily for it.

Knockback could be made less of a detriment.

Amputator needs a lot of help.

Turbillion still needs an overhaul to the charge. The charge is buggy and can't deal damage reliably. The third swing also has issues.

Thanks again for putting so much effort into balancing these weapons and reading our feedback!! It means a lot.

Mon, 10/19/2026 - 20:48
#20
Worvera
Could be better

AWESOME idea on giving calibur charges more hits. Needs knockback changes though because otherwise you're not hitting enemies with the new hits.

CIV still useless. Brings no new niche and in current meta is overshadowed by regular levi via the damage cap from armor bonuses (which the vs. undead bonus can't overcap).

Amputator style change on its own i don't like, maybe change its line from brandish to calibur too then? Other than maybe sealed sword upgrades, the style change on upgrade is quite unintuitive, i really don't see the benefit of keeping it in brandish line of weapons if it's calibur style now. But still has the same problems as levi. If the change is reverted and it's kept as a brandish, i'd prefer if it had no or very minor knockback on its charge unlike the other brandishes, making it safer to use against a group of monsters without breaking their formation. But the best suggestion so far is giving it defense down debuff to give it new niche, regardless if it's kept as a brandish or changed to calibur style.

Turbillion still needs a niche. If you give it enough of damage buffs to shift meta in its favor, this will be a sad state of the game because the weapon is just not fun to use, regardless of its damage. Vortex effect on the charge i'd like to see implemented, it probably still won't see much use but will be a fun gimmick.

Overall, that is not to say that these changes are not welcome. If i were to choose between the live versions of these weapons and the test versions, i'd prefer the test versions. But these changes alone are just not enough to change the meta in any tangible way, needs more work.

Mon, 10/19/2026 - 22:00
#21
Ainogommon's picture
Ainogommon
Feedback 1.0

So far, thank you for buffing these weapons.
Although There're something I like and dislike about the chance. I will go through the list one by one and try to keep things simple and short.

Leviathan Blade

  • I like the change overall. Good damage. Charge is good when the target is close to the wall
  • I wish all Calibur Knockback used the same preset as the Sweetdream sword. Current Knockback is too much cause the extra hit added doesn't matter since the mob got YEETed outta the attack

Cold Iron Vanquisher

  • I am not satisfied with the change. Mainly overlapping with the current Leviathan Blade.
  • I wish the sword received split elemental damage or pure elemental damage with a chance of Freeze. This is to enforce the concept of an Undead-killing sword.

Amputator

  • I have mixed feelings about the change. Mainly because both lines have better alternative versions of the sword that do the job better
  • I wish this sword got reverted to the Brandish style, with two higher presets and maybe an ability to inflict Defense down or Speed down. The fire Status was a nice addition.

Turbillion

  • I like the Shock being added to the weapon. But many issues persist within the weapon itself
  • I wish the sword had a faster attack speed on its 3rd swing.
  • The sword has less stepping forward. current sword, with the 2nd and 3rd swing, can propel you 5 tiles away from the original spot, which most of the time put yourself within danger. Make it not worth playing with the full combo or even trying to combo
  • The sword charge attack animation is TOO SLOW and mostly puts the user in danger with not much benefit to justify the waiting
  • The charge attack should not be canceled by shield cancel or redirected at the last second when the user turn
  • I wish the charge attack projectile had suction power similar to the vortex bomb, which would make the weapon more interesting
  • Change the single disk projectile from the basic attack to a wider arc with no collision box (so it penetrates), like here or there
  • Make mob AI no longer react to the basic attack projectiles

That is all for now. Thank you for taking a look at these weapons.

Mon, 10/19/2026 - 22:43
#22
Exedys
Pros and Cons (may update later as I use them more)

It was a fun experience to try out these rebalanced weapons! Here are my thoughts from playing solo with them, listed out as pros and cons:

Turbillion
Pros
+ The damage increase is great!
+ The added Shock to the Turbillion charge attack is a nice addition.
+ The slower projectile speed of the Turbillion charge attack means more hits, which is great.

Cons
- Critical: if holding the shield button immediately after initiating the charge attack, there is a chance that the tornado does not spawn at all.
- The charge attack wind-up is too slow compared to similar charge attacks such as from the Brandish weapons.
- The knock-back/pushing of the tornado projectile seems to result in enemies not taking a good amount of damage. I would like it if there was a pulling effect instead where the tornado could pull enemies towards its center while dealing damage.
- A further increased projectile area size for the charge attack would be helpful in catching smaller enemies and hitting them multiple times.
- I would like to see the tornado slowed down even further, with its lifetime extended more. This, combined with the proposed pull effect, would result in more consistent damage.

Tl;dr: The increased damage, Shock status, and slower projectile speed are good changes. There is a bug that needs to be addressed. Besides the bug, the Turbillion could use some more improvements to its charge attack.

Leviathan Blade
Pros
+ The damage increase is fantastic!

Cons
- I would like to see the knock-back significantly reduced as it currently knocks enemies out too far away from allies' attacks.

Tl;dr: Love the increased damage, but I would like to see less knock-back.

Cold Iron Vanquisher
Pros
+ The damage increase is great to see despite being currently overshadowed by the Leviathan Blade.

Cons
- While I could see this weapon being used for those who lack global damage buffs, it becomes overshadowed by the Leviathan Blade the more global damage buffs one has on them. I would like to see the sword induce Freeze to give the weapon a bit of a twist.
- The knock-back is currently a bit too strong, so I would like to see it reduced.

Tl;dr: The damage buffs are good, but the sword currently lacks identity. The knock-back could also be weaker.

Amputator
Pros
+ The Fire status is a nice addition.
+ The increased damage is helpful.

Cons
- Not a fan of this being so similar (and, IMO, weaker) to the Fang of Vog. I would like to suggest that the charge attack be a single, slow slash that deals multiple hits to enemies caught within the slash. Think chainsaw.

Tl;dr: While the Fire status and increased damage are nice changes, the new sword is similar to the Fang of Vog. The only change I would like to see would be if the charge attack became a long chain-saw-like slash that dealt multiple hits to enemies caught within the slash.

Mon, 10/19/2026 - 22:50
#23
Holy-Nightmare's picture
Holy-Nightmare
Monster damage perks kinda suck

Monster damage perks are overall not as useful as you'd really want them to be. Worse is that to get them many weapons have to give up raw damage output which is more often than not ignored when players pick a set that reaches max damage anyways.

Instead of boosting the Monster damage perk why not set it to low and grant the CIV and Amputator more raw damage along with both status and some sort of unique feature that helps them stand out.... such as lack of knockback on the CIV, and overall higher flinch chance on both.

Amputator is fine enough as a Brandish style weapon but the Fire status makes it a bit less useful against Oilers and Toxoils. If you want you could try one of my previous suggestions and grant it both Fire and Poison status, which would at least counter the healing that you have to deal with when lighting Oilers on fire. It would also make it even more general use by letting it deny healing.

(Fire is good on Amputator, adding poison would just fit the "denies tissue regeneration" thing that Cautery is themed around)

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I also do agree that the CIV should probably be tested for Elemental, maybe even try it with Freeze to go with the "Cold" theme.

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Turbillion is sadly in need of a total overhaul... if you wanna get crazy you could try to keep the current charge attack and then give it the attack combo of something else. The Warmaster Rocket Hammer might sound weird but it could fit...

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