This is just a bit of things that I would like to suggest...
First off, please stop with the "Special means the world" bit. Meaning, I would like to see some balance on a much more broad level: Bringing the normal only damage weapons out of the dust. Normal weapons were decent before the Arsenal stations, but now are much more redundant. From what I understand, the reason that the Normal weapons are nerfed is because of the ability to be versatile. But not only do the Arsenal Stations subtract from that, I feel that the very base of the nerf is a bit flawed.
I think that the ability, just the chance to deal more damage to certain enemies is equal to being able hit them all equally. The apparent negative side to special damage is that they do far less to 1/3 of the monster types. But by having two slots in the very start of the game, you have made normal types a utility, a space filler, and a "useful only if you really want to" weapon. Because by having two different special damage weapons, you essentially have a normal type weapon that hits critically on 2/3 of the monsters. I'm fairly sure that having two special swords/guns (Bombs are more for their effects) would beat having a normal weapon and a special.
tl;dr
Normal weapons suffer from a severe nerf due to Asenal stations. They also suffer from a more basic flaw introduced by having more then one weapon slot. Do something about it. ;P
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The spur. (Cue shudders/swooning)
This odd duck is a bit of everything: a wider swing then the slow swords, flourish like speed, great agility/dodging, The surprise effect, (Seen in the troika line charge, they are hit before they can react) very high resistance to being interrupted while attacking, and a unique charge featuring a very wide swing, a multi hitting projectile, a large step back, fast shield cancel , and being able to re-aim while the charge is being launched, not to mention a very fast charge.
It turns out to be a unique and effective T2 weapon, letting you deal with much more monsters then a flourish can, at the same speed, although at a minuscule-ly reduced damage rate. It also lets you single out targets (Like a mender) and smash straight through most crowds and beat it to death in a corner. The charge is kinda balanced by the flexibility and quick charge. You can dodge to the side, back step, or straight into the foe and shield cancel to run.
Unfortunatly, The Spur line is afflicted with the above stated "Normal Disease". The biggest blow though, comes by the hands of the T3 upgrades. At 4* a few changes are made. Its damage is now split into the swing, and a projectile. Which is fine, if it was not a normal weapon, and if it was able to keep up with its competition; the flourish. From my experience, a level 7 Winmillion deals less then 150 per hit, which is the very bottom of the grand flourish at level 1. That is a bit harsh in my opinion. The charge also gets changed, or at least the projectile does. instead of being able to pierce through multiple foes and then dissipate with some damage, it gets nerfed quite a bit: it now detonates on one monster, dealing a tiny bit of Knockback. Its range also is decreased.
That's not to mention that there is no 5*
To fix these problems I would suggest the following:
Increase the swing damage by quite a bit, and the projectile by a little bit. Enough that the whole thing deals from -20% to +10% of the Grand flourish attacks. This includes fixing the "Normal disease".
Add a splitting mechanic. When the charge hits a foe it deals damage, then splits at the point of impact to the left and right. They should be half the size and split again, turning then into the last wind pellet from the combo. (Dealing knockback)
Make a 5*. Seriously, if you fix it and add a 5*, many people might get one. One major reason being that it can compete with the flourish and in some ways, the SS line.
If and when you add the 5*, add the pierce effect that is in the 2-3* charge to all the projectiles. Including the charge; it will make the charge comparable with the brandish and SS line charges. (The wind hits 4 zombies for example, at the point of impact on all of them it splits. and all the others split too.)
Possibly add a vortex effect to the projectiles.
tl;dr
The t2 versions are great, but the 4* needs some work, and a 5* is badly needed.
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There are some other things I'll probably bring up, but not at the moment.
'Till later!
~Tsu
I'm afraid i need to bring this to the top, so others can see it... on another note, please discuss this at length, i really want to get the right final idea...
~Tsu