Bug Fixes:
-Fix Divine Avenger / Gran Faust / Sentenza / Argent Peacemaker Charge attacks to where they won't collide with the object behind you, or stop on one block. (This includes gates, blocks, walls, minijellies, and enemy shields, and other solid destructables)
Note: Now Valiance's Charge does this.
-Fix Stun to where it takes away the lagtime effect when a monster hits before he swings, and shooting 2 projectile sets with one swing. AKA: Turrets shooting twice when stunned.
(Note from Draycos: "Some enemies' attacks behave differently entirely, like T3 Gun Puppies firing a 5 bullet spread instantly instead of the side-to-side sweep like normal" This is something that also happens during stun.)
-Fix to where Catalyzer will sometimes not put a charge on the target
-Fix mini royal Jelly's hitbox. At the moment they act as walls for the Sealed sword / Antigua lines / Brandish line charge (meaning they hit them and stop), and they also sometimes will not get hit by gun fire and certain bombs. (See Dark Retribution)
-Curse not damaging Trees inflicted with it.
-Getting hit through walls (Done by giant lichens and trees)
-Getting hit when your shield is completely up.
-The Zombie jump attack hitting twice, and hitting before he reaches his destination, and having a larger hitbox then his initial collision box.
-Troika Charge charge not being visually the same to other players and self. (Currently , the 2nd explosion happens inside of the user, instead of the tip at swords to other players.)
-Fix Sight with Vanaduke, due to the fact that slag guards can hit you before they come on screen and use Vanaduke as a visual shield. (Oh man making Vanaduke easier. It's not that it's hard, it's that this circumstance is rather stupid and shouldn't happen anyway. Much like Stun.)
-Fix the Gremlin king area givng so little money and heat due to monsters not dropping any in some battle arenas (Not the respawning ones either. Some just never drop a thing.)
-Fix the Ninja gremlin death animation because when they die they do an odd stretch infinitely upwards.
-Desync with weapons (Weapons seeming faster/slower compared to players around them).
-Fix the Spur line attack collision boxes to where it hits where it shows it hits. (The visual shows it would have a more horizontal slash radius, but it does not, this also occurs with the slash from the charge attack. The charge attack, also, in general has a horrible vertical radius as well.)
-Fix the Spur charge to where you can't cancel it completely by simply guarding before the swing occurs.
-Fix the Valiance's charge. The visual does not match with its blast radius.
Weapon balance (Going to be ignored, but I'll post my ideas anyway.)
-Make Catalyzer charges explode other charges when one is detonated.
-Make Catalyzer charges explode when the monster dies.
-Make the shot that detonated the Catalyzer effect all of the charges with his Gun attack damage.
-Give the Triglav a bit more love in the freeze department (Perhaps make the Triglav and the Sudaruska should obtain the same rate of chances on stun and Freeze, or somehow make it to where the charge can freeze on both its of the charge with a slight chance yet the 2nd hit won't break freeze.)
-Perhaps fix the Gran faust and Fang of Vog due to their inferiority complex in PvE when compared to their new brandish counterparts. (I would like to see this happen, but its probably not going to.)
-Fix the Pepperbox series. Simply taking away its charge pushback would be nice due to it being a horrible sack of [Redacted].
-Bring the Spur back to being a Spur, instead of being a weaker Caliber. (In line with other swords? You mean remove originality? That's all I hear.)
-Make the Wild hunting blade Piercing / Normal split.
-BRING BACK THE SPEED ON THE DARK RETRIBUTION. PLEASE. IT WASN'T THAT BROKEN.
Seems you covered just about everything!
Maybe add back the Suda's Stun on the second swing after Stun is fixed?
Changes to Ionized Salt Bomb?
That's all I can think of for now.