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.