Critique of Weapon Movesets

Lombix_4, great work with your post. I wanted to contribute to weapon feedback though I can’t articulate with the finesses as above but wanted to attach my feedback where it matches the post for weapon feedback.

-Classes sounds like it will be a heavy feedback period for weapons but wanted to contribute prior to it while under a more narrow scope.

Weapon Feedback for Move sets/Runes:

Weapon: Feedback

Deadfang:

Review-> Too Basic boxer move set, out-shown by empty fists with same 3 hit combo with added 4th hit and charge attacks.

Recommend more unique move set. Should go further in boxer fighting style than empty fists/complexity.

Boarskin Tusk: (Throw Axe) Rune ->Inconsistent Rune damage/hit registration on Sacrament dummy

Ripper: (Taunt Strike) Rune → No I-Frames/Damaged Reduction/Damage Buff/Hyper Armor/Poise Buff for Taunt

Recommend Add benefit during or after Taunt (I-Frames/Damaged Reduction/Damage Buff/Hyper Armor/Poise Buff)

Royal Hewn Axe:

Review->Only 2 hit basic combo, feeling too simple.

Recommend Increase attack combo with more separate animations.

Grimacing Stone:

Rune Animation Awkward speed, suggesting heft but just not well

Animation needs faster speed between warmup and recovery

Jackknife:

Review-> Single basic attack and charged, looping, basic animation loop seems jerky.

Animation for repeated thrusts that alternate with 2nd hit combo.

-Brocken Fang (2-hander) uses a single looping attack but is far smoother.

Bandit’s Cleaver:

Rune has Jumping Hitbox, tight I-Frames

Recommend Increasing I-Frames during jumping, compared to Rune: Air Dodge/Jump Cut

-Specifically, during warmup of animation.

Bud of the Everlasting:

No Benefits during taunt of Rune attack

Recommend Add benefit during or after Taunt (I-Frames/Damaged Reduction/Damage Buff/Hyper Armor/Poise Buff)

Shattered Sun:

Review->Last hit of basic and charged combo hitbox variable detection on dummy.

Recommend continuing to monitor, since this was covered in a previous patch.

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I asked @thomasmahler a question about incomplete weapons.

(I also added this paragraph inside the topic)

Unfortunately, it seems like they’ll only revisit a few weapons before launch, and the situation won’t change much. It seems that only the most ridiculous weapons like the ones that always repeat the same attack or the same two will be modified.

Regarding charged attacks, he said that weapons that don’t have charged attacks aren’t incomplete, but it’s a voluntary trade-off.
Weapons that don’t have charged attacks are faster or do more damage to compensate.

However, I don’t appreciate this approach. It would be more appropriate if there was a ring that disables charged attacks and truly gives the player the choice.
Simply because if I like the moveset of a certain weapon but that weapon lacks charged attacks, there’s no weapon with the same moveset that does them but does less damage or is slower, so in the end I can’t really choose.

For example, if there were a version of the Summer’s Sting with charged attacks that deals less damage, it would be my favorite weapon, but at the time, it doesn’t exist.
In the same context, I really like the Claymore, but many people find it too slow, If there were a ring that removed the charged attacks but in exchange for faster attack speed, these people would probably appreciate the tradeoff and use the weapon.

And this is clearly a very important topic considering how the new class system works.

And this without considering the most common problem with NRFTW weapons which is the delay at the end of the combo which is too often too long and this makes the attack Clunky and better to avoid using in all situations and in the cases of combos that consist of a single attack making, like that dash attack (shared by many weapons including all knives) which consists of Dash forward and stab with a strange pause after the stab, it’s even worse because you have to avoid pressing the botton.

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Same for me, it’s a great sword.

Thank you for your efforts in getting more information!

1 Like