So, the problem right now with the brandish is that ... well, it is the master of all trades, and surpassed by none. In other words, it is just too damn good. As much as I love seeing the carnage as my lovely teammates cast their charges into the stormy vortex of death I have carefully planted, I cannot deny the fact that the sword needs a bit of a change.
Now, my idea here is to compose a change that does not harm the sword's incredible potential, but adds a bit of risk for such a high reward. I will list each aspect of the sword's mechanics, and the changes I see need change, in my opinion.
-Normal swings: Normal swings for brandishes should deal pure elemental, with a small reduction in base damage, Save for nightblade which should keep it's normal split (for it deals no status) but undergo the same damage reduction.
-Charge speed: Quick, and should be left as such. Though the speed at which you walk should be reduced to that of a mist bomb.
-Charge attack: Add in a bit of wind-up to the charge initiation, much like the troika charge has. This adds a phase of stationary vulnerability when executing a charge. To clarify, this delay won't be enough to let a zombie jump at you, but may let in the likes of an oiler, or lumber attack. As for the rest of the charge, the status proc, damage, and mechanics should be left untouched.
I hope that this is an agreeable idea, such that the sword is still badass powerful, but not ridiculously overpowered.
I disagree, partially. The only nerf Brandishs need is some sort of drawback for their charge attack, likely in the form of slower execution, like you've outlined. It needs to be fairly dramatic.