Can we get a bleed facet for weapons? Since we have 1h Katana, can we get 2h? Easy class opportunity as well

Is there a particular reason bleed isn’t a facet for weapons? I can’t imagine the idea of bladed weapons not being capable of drawing blood, but can be [every other element] innately. Was there a game balance reason?

You can slot the higher rarity version of an infuse gem that boosts that elemental damage when the weapon has the elemental facet matching it, right? Why is bleed and physical damage not eligible for this? Just felt like a curious “the dog that didn’t bark” moment, like I’m missing context.

If it was just forgotten, could we get that facet added to the game?

On the topic, will we be getting two-handed Katana since one handed versions exist? I know the devs are talking about a class system, will something Samurai oriented be included? Actually, have they officially said anything about if we will get more weapons or offhand types?

There are more weapon types including Two-handed Katanas planned, but we don’t know wether they’ll make it into 1.0. Pipes, orbs and books are planned as new offhand items.


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Oh okay, awesome. So there will be more support for the game after 1.0? That’s good to hear.

I assume people have asked about parrying daggers, have they mentioned anything about that? I’ll go check the link in a new tab.

I hope this means adding more facets and such can happen too, because I still wonder why there is not a bleed one for weapons.

They have big plans to support the game for a long time after 1.0. Two big story DLCs which will lead us to the mainland are planned. We’ll also see Isola Sacra being expanded before that. More modes, like a survival game mode were also talked about. A PvP arena is also planned. Thomas said that he ideally wants to work on Wicked for the next 5 - 10 years, so we’ll have to see what comes true and what doesn’t, but lets hope for the best.

I don’t think so. You can already parry with all weapons. What function would those serve?

Well, for one, making the active parry window larger while you have it in the offhand(you would use it instead). It would be another weapon, so the block input would instead be it’s own strike, which could be a free combo bridge or poke tool you could layer into your 1h moveset combo, for instance it could be a simple slash or stab depending on the dagger, it could roll with weapon facets so you could dual wield different element to do paired combos, another slot for weapon gems, it could have special strikes when used right after a parry that are very fast and could be used to make unique counterattack burst combos, and it would provide flavor to 1 handed dagger in a way that makes it distinct from dual daggers.

Ah, and it could have potential special interactions with the class system planned for classes where a parrying dagger seems thematically appropriate, like a duelist or rogue archetype.

If they wanted to be ambitious, it could do very limited strikes on it’s own but also have a dodge/sprint attack, so you could have a variable option to use that OR your mainhand when doing it, say for instance your mainhand is a stab sprint attack but the parrying dagger is a 360 spin cut, or a pommel bash that does poise damage, things like that. For people who do recovery cancel resets this would provide an offensive way to do it if it’s smooth, like instead of 1st strike-(holding movement until recovery starts)-recovery cancel into 1st strike, you could simply go 1st strike-parrying dagger cut(ends and resets mainhand combo)-1st strike. Not that you have to, but the layer is there.

To name a few! I think it would offer a transformative playstyle layer to all of the existing 1h weapons distinct from a shield.