Basic attack randomization issues

The player has two instantly accessible attacks: basic and dash attack. Your basic attack chain for each weapon seems to be randomized from a pool of attacks for that weapon type which is a neat idea in theory. Problems start when you roll a basic attack starter that just doesn’t synergize with your dash attack.

Good example:
Claymore has it’s first attack in the basic chain be a long ranged stab. It’s slow and doesn’t always hit multiple targets but does a lot of damage and lets you whiff punish from a safe distance. The first attack in the dash chain is a quicker, horizontally cleaving move great at crowd control and preemptively hitting fast enemies.

Bad example:
Spalled Axe has the first attack of the basic chain be a single target ground slam with massive recovery, fairly short range that can’t be charged. It does do a good amount of damage and good stagger though. The dash chain starter is a leap with good range and damage but you can get tagged out of startup. This combination feels absolutely awful at dealing with groups of fast enemies.

Similar issue with staves, I ended up sticking with the Gnarled Staff for way longer than I wanted to purely because the basic attack on it was way more useful than what I found later.

Now I get that weapons can have weaknesses and all combinations don’t have to be perfect but I think extra attention to make sure the basic and dash starters always feel strong in some way would be nice.

I’m confused, are you saying that each weapon type has unique basic and dash attacks (which is true), and also saying that sometimes multiple weapons of the same type (so like two spalled axes) can have different combos of basic and dash?

Every spalled axe will have the same moveset, yeah. I mention randomization because I presume the weapons are procedurally generated by the developers and what we’re getting is basically a fixed seed.