CURVED GREATSWORD Movesets Must be Improved

There are only two Curved Greatsword in the game, but we already know that many more will be added; the developers have shown us the concept art.

At first, I thought about waiting for these new weapons to be added, but after thinking about it, I realized it’s a good idea to write this topic as soon as possible to help the developers develop the movesets for the new weapons.

The beta is over, so I can’t test the damage calmly on the dummy, until the next update.

When I talk about damage, I’m specifically talking about “motion value” so it’s a comparison between the weapon’s attacks and I’m not talking about DPS compared to other weapons, that’s more of a question of overall game balance than a question of moveset, but if a weapon is particularly weak or strong I could point it out.

The most serious problem with these weapons is this:

The recovery after Running Attack, 4th (last) basic attack and especially Roll Attack is so ridiculously long that they are worth using only if you know that this attack is the one you need to kill/stun the enemy. Otherwise, it’s almost certain that you will hit you during the recovery animation. In most occasions, using this attacks is essentially a trap.

These weapons have a very interesting moveset that is ruined by these absurd recoveries, I tried to use the Divine Scimitar on my first playthrough, and when I did the dash attack and the attack after the roll I thought I had run out of stamina and that I had not handled it correctly, and that was why the attacks and rolls did not start, but actually it is the fault of these absurd recovery animations that have no justification, when I noticed, sadly I understood that it is not worth using that weapon, not because it is too weak, in fact they are quite strong, but because it causes problems in experience, I can no longer have fun using the dash attack, and I always have to wait after a roll before attacking, and if I find an opening to try to do the full 4-hit combo instead of being rewarded I am punished.

The best thing to do if you really want to use this weapon is to equip “front flip kick” and use that as a running attack, Roll Attack and 4th Attack.

Key Symbols:
:heart:: Perfect/Low margins of improvement
:red_exclamation_mark:: There are clear ways to improve the attack
:double_exclamation_mark:: Should be improved
:exclamation_question_mark:: Doesn’t work well/It’s terrible

:white_question_mark:: It could be problematic but I have to test more

:double_exclamation_mark: Divine Scimitar

The weapon has very variable timing and range, double attacks often miss enemies and recovery animations are extremely slow.

  • :double_exclamation_mark: Basic Attack: Horizontal slash, double horizontal spin, 2nd Double horizontal spin, 2nd horizontal slash. The spins have little range which makes the weapon shorter ranged than you might expect, the last attack has a recovery that is definitely too long. The spin attacks need improvement, very often going from the first attack range to the second means that half of the second attack misses the target, the spin attacks last a little too long and it seems like you lose control of the character, I would make them faster or separate them into two attacks instead of just one double attack, also between the first and second attack it would make sense for the spin to take a step forward before the first spin. The recovery animation of the 4th attack needs to be reduced.
    :heart: Charged Basic Attack: Jump forward with a forward slam to the ground, This charged attack can be used in place of any of the basic attacks, and therefore can be used dynamically to replace the basic attack depending on the situation. This is my favorite type of charged attack, and it is also easier to develop than charged attacks which are a charged version of the basic attacks. Charged attacks like this make it clear why it doesn’t really make sense that most weapons don’t have any charged attacks.

  • :exclamation_question_mark: Running Attack: (This attack is shared between all Curved Greatsword) Jump forward with a forward slam to the ground, The recovery after this attack is too slow. The recovery animation needs to be greatly reduced.
    :heart: Charged Running Attack: None, That’s fine, if the basic running water didn’t have so much recovery, after the running attack you could do the charged attack of the basic attack and everything would be fine.

  • :exclamation_question_mark: Roll Attack: (This attack is shared between all Curved Greatsword) A satisfying horizontal sweep, unfortunately The recovery after this attack is so ridiculously long that it’s a Trap. The recovery after this attack is Wey too slow. The recovery animation needs to be Greatly reduced.
    :double_exclamation_mark: Charged Roll Attack: A Charged version of the normal Roll Attack, obviously this one also has the same problems as the unloaded version. The recovery animation needs to be Greatly reduced.

:double_exclamation_mark: Sunbeam

The weapon has very variable timing and range, double attacks often miss enemies and recovery animations are extremely slow.

  • :red_exclamation_mark: Basic Attack: Horizontal slash, double horizontal spin, 2nd horizontal slash, Jump forward with a downward slash. The spins have little range which makes the weapon shorter ranged than you might expect, the last attack has a recovery that is definitely too long. The spin attacks need improvement, very often going from the first attack range to the second means that half of the second attack misses the target, the spin attacks last a little too long and it seems like you lose control of the character, I would make them faster or separate them into two attacks instead of just one double attack, also between the first and second attack it would make sense for the spin to take a step forward before the first spin. The recovery animation of the 4th attack needs to be greatly reduced.
    :red_exclamation_mark: Charged Basic Attack: Jump forward with a downward slash and slam the sword to the ground, This charged attack can be used in place of any of the basic attacks, except the last one. I don’t see why the fourth attack shouldn’t be chargeable.

  • :exclamation_question_mark: Running Attack: (This attack is shared between all Curved Greatsword) Jump forward with a forward slam to the ground, The recovery after this attack is too slow. The recovery animation needs to be greatly reduced.
    :heart: Charged Running Attack: None, That’s fine, if the basic running water didn’t have so much recovery, after the running attack you could do the charged attack of the basic attack and everything would be fine.

  • :exclamation_question_mark: Roll Attack: (This attack is shared between all Curved Greatsword) A Satisfying horizontal sweep, unfortunately The recovery after this attack is so ridiculously long that it’s a Trap. The recovery after this attack is Wey too slow. The recovery animation needs to be Greatly reduced.
    :double_exclamation_mark: Charged Roll Attack: A Charged version of the normal Roll Attack, obviously this one also has the same problems as the unloaded version. The recovery animation needs to be Greatly reduced.

In Conclusion

The Curved Greatsword have two big flaws:

  1. Recovery animations are definitely too long.
  2. Spin attacks need improvements.

If you are interested in the moveset review of the other weapons you can find them here: