Normal weapons do not fit well anywhere right now. Their intended role of being “Jack-of-all-trade” weapons is overshadowed by attributed weapons. To help put this in perspective here is an example:
This assumes all weapons have no family bonuses and only 2 equipment slots are used. Each “O” represents how effective it is against each mob type on a scale of 1-5, with 5 being the most effective.
Using two normal damage weapons:
Beast: OOO
Gremlin: OOO
Construct: OOO
Undead: OOO
Fiend: OOO
Slime: OOO
Using one pierce and one elemental weapon:
Beast: OOOOO
Gremlin: OOO
Construct: OOOOO
Undead: OOOOO
Fiend: OOOOO
Slime: OOO
Using one normal and one elemental weapon:
Beast: OOO
Gremlin: OOO
Construct: OOOOO
Undead: OOOOO
Fiend: OOO
Slime: OOO
As you can see, by using even just one attributed weapon, your setup even with only two weapon slots becomes that much more effective, without sacrificing anything at all. Normal damage weapons currently are what the name suggests: Average. The problem with them being average is that attributed weapons can be both average and effective, meaning they do not lose anything against a normal damage weapon. The only case where this current balancing would work is if there was only one weapon slot, but we get two weapon slots for free, so that is out of the question.
Normal damage weapons should be made above average, but not exceptional. What I mean is for the balance to be like this:
Using two normal damage weapons:
Beast: OOOO
Gremlin: OOOO
Construct: OOOO
Undead: OOOO
Fiend: OOOO
Slime: OOOO
Using one pierce and one elemental weapon:
Beast: OOOOO
Gremlin: OOO
Construct: OOOOO
Undead: OOOOO
Fiend: OOOOO
Slime: OOO
Using one normal and one elemental weapon:
Beast: OOOO
Gremlin: OOOO
Construct: OOOOO
Undead: OOOOO
Fiend: OOOO
Slime: OOOO
You see here, by keeping a normal damage weapon in your arsenal, you can have above average effectiveness against each family type. By not having a normal damage weapon and two specialized weapons you’re giving up above average effectiveness for more specialization. With two weapon slots, this would work. However, with three or more weapon slots, we all know that you can be exceptionally effective against everything in damage, and to some extent in utility too. So, what I would suggest is to give normal damage weapons a form of utility that attributed weapons do not have. Whether it is combined forms of utility or just something unique to that weapon. This may take some time, but here are a few ideas that I/others currently have (Keep in mind some of these ideas may not be new, just putting them all the ones that appear in this thread together):
Valiance Ideas:
Alter the charge attack so that the initial bullet is smaller (Like that of the alchemers) and keep the blast radius the same size it is now. This will make it easier to hit multiple targets with the blast radius rather than having one big bullet run into a mob in front of a crowd and only hitting that one mob, simply because the space is not big enough to hit the crowd.
Volcanic Pepperbox Ideas:
Reduce the knockback of the charge attack, add small knockback to the normal shots, and increase the chance of fire from “slight” to “good”. The reduced knockback will help it land more shots on the charge attack and the addition of knockback on the normal shots will make it a less damaging but safer in comparison to the blitz needle. Higher chance of fire is obviously for more fire.
Iron Slug Ideas:
Athaza suggests to make the charge attack pierce through multiple enemies like the way the final bullet of sentenza/AP does.
Luguiru suggests that the Iron Slug has more knockback than the Callahan if this change were to occur.
Supernova Ideas:
Take away the knockback, add interrupt (Like what the Callahan has) instead. Alter the explosion graphic to make it easier to see through them or have silhouettes appear through the explosions so people can see what is happening (would be nice for more than just this weapon actually). The main purpose of this is to make it easier to chain shots on a target and also make it more party friendly than the Polaris.
Neutralizer Ideas:
Hmmnm suggests that the charges explode after a set amount of time and have explosions set off other explosions.
Luguiru suggests that the explosions are set off when the mob that has the charges dies.
Sudaruska and Triglav Ideas:
Increase their range. The sword is obviously bigger than the sealed lines, so why does it have the same reach? Increasing the range on them would allow then to keep more mobs at bay and fulfill their I-smash-everything role.
Luguiru suggests a slight increase in the base damage of these weapons as well.
Leviathan Ideas:
Slightly increase the speed of the normal attack swings, so it’s faster than a brandish but slower than a flourish. This will make the normal attack a little more useful, as the charge is already great.
Luguiru suggests to keep the sword the way it is.
Cold Iron Vanquisher Ideas:
Same as Leviathan and increase its base damage slightly, but still keep it under Leviathan.
Luguiru suggests to increase the undead bonus to very high.
Dread Venom Striker/Wild Hunting Blade Ideas:
Read here, since it has some good ideas: http://forums.spiralknights.com/en/node/59117
Luguiru suggests the weapons are fine and left alone as is.
Winmillion Ideas:
Change the charge so it acts like a short range boomerang. When released, it will go straight out a small distance, and reverse direction so it comes back to the user. It will constantly damage anything it touches similar to how the Antigua’s birds do, and it will push monsters it hits to the edge of the boomerang’s range. The user cannot move during this time. Also, make a 5 star version of it.
Hmmnm suggests that the user is able to move during this charge and that the disc pulls mobs back with it.
Nitronome Ideas:
Grittle and Luguiru suggests that this bomb be left alone and is good as it is.
Luguiru suggests that the animation be toned down, and I'm pretty sure the entire SK community would agree, unless they were using it to troll parties (but there is still Trollaris for that).
Big Angry Bomb Ideas:
Increase its damage by 15-20 percent. Big Angry Bomb should have the blast that says, “Stay down bro."
Grittle suggests in addition to this that the bomb gets a faster fuse, less knockback, and increased blast radius.
Luguiru suggests the bomb gets ~11% damage increase.
Irontech Destroyer Ideas:
Grittle suggests that this bomb gets an all around performance increase (Faster movement while charging, 5 percent damage increase, faster charge time, and increased blast radius)
Luguiru suggests that this bomb be balanced as the midway point between Nitronome and Big Angry Bomb.
Heavy Deconstructor Ideas:
Grittle suggests that this bomb gets a slight damage and charge time boost, as well as a 5 star version.
Luguiru suggests that the bomb's construct bonus is increased maximum and that's it's 5 star version has slightly less base damage than the nitronome.
If anyone has ideas for any of these weapons, even ones that already have ideas, mention it and I will throw it into this list with your name by it.
I'd like to see Iron Slug's charge attack pierce through multiple enemies like the way the final bullet of sentenza/peace keeper does.
EDIT: I would also prefer Callahan to have a Good chance of causing Low FREEZE rather than the STUN chance it has now.