I don’t usually talk about damage but a few things have happened with Double Daggers, and I think it’s worth mentioning:
Double Daggers in early versions of the game were the strongest weapon.
This is because developers underestimated the ability of these weapons to apply on-hit effects.
Then the devs made the mistake of directly and indirectly nerfing them on multiple fronts.
They changed how poise works so it was no longer possible to stun lock enemies and made it so that runes cannot gain focus (two necessary changes for the game that directly hit the Double Daggers more than other weapons) .
Then they removed most of the on-hit effects to make them percentage effects (this was also a positive change for the game as slow weapons were much weaker because they couldn’t use these effects) but this also hit Double Daggers negatively.
The Double Daggers, also got directly nerfed by reducing the Poise damage.
These changes essentially killed the multi-hit Runes of Double Daggers like: Dashing Stab, Dual Flurry, Tornado Spin.
Double Daggers should have had some damage compensation buffs but instead they are left in a precarious state.
At the moment in the beta the stagger has been changed to help fast weapons, but it seems like a change that is not well tuned at all, and I’m sure it will be changed again.
The Double Daggers do also have shortcomings in their movesets, but the main problem with them is still the balance of their stats, especially the multi-hit runes.
Key Symbols:
: Perfect/Low margins of improvement
: It could be problematic but I have to test more
: Can be improved
: Should be improved
: Doesn’t work well/It’s terrible
Runes:
Dual Breaker: This is one of the best rune of the Double Daggers, and in the beta is even cooler because it deals blood damage, It would be good to have both a basic version (which takes the weapon element) and the new blood version though.
Dashing Stab: This attack does considerably less damage then Dual Breaker, over a slightly longer time frame, But it deals a lot of poise damage but Dual Flurry does even more damage to the Poise for half the focus, In my opinion this rune needs to be rebalanced, This rune needs to be recalcined to deal more damage or costing less Focus (maybe it could do triple the damage it does now and cost 150 Focus)(also the name does not fit the attack).
Dual Slash: Cool rune, This rune needs to be rebalanced to deal more damage or costing less Focus.
Lightning Claw: This is one of the best rune of the Double DAGGERS, It would be good to have both a basic version (which takes the weapon element) and the Lightning version though.
Wild Rush: For some reason this Rune is found on the Butcher’s Work!!! It does the correct damage on Double Daggers but on Butcher’s Work it does half the damage (because is only one blade).
Double Take: This rune does not work correctly most of the time the second part does not hit enemies that are directly below the player (tested in the crucible), also the high jump gives the impression of giving invincibility frames like other similar runes than make you Jump vertically but this is not the case.
Dual Flurry: Cool rune, The lack of damage is noticeable but the fact that it costs 50 focus makes the problem slightly less serious, it would be better if it is rebalanced to deal less Poise damage to do more Damage.
Tornado Spin: The attack itself is very Cool, but the damage is definitely way too low for a 100 Focus rune it would be better if it is rebalanced to deal less Poise damage to do a lot more Damage.
Movesets

Brothers Keepers
The first small flaw of this weapon is that with the 4th and final attack of each combo has a recovery animation that is slightly slower then the 1st, the 2nd and the 3nd. The Second flaw is that is missing a Charged Roll Attack.
-
Basic Attack: Stab, 2 stabs, double stab, and double slash, each attack pushes you forward towards the enemy, third and final attack of the combo has a recovery animation that is slightly slower, and you can feel it if you try to roll after the 4th attack.
Charged Basic Attack: Each attack has its own charged version, However, since it is a fast weapon, I think the attack should take less time to charge. -
Running Attack: Double slash, Double slash and Double slash each attack pushes you forward towards the enemy, third and final attack of the combo has a recovery animation that is slightly slower, and you can feel it if you try to roll after the 3th attack.
Charged Running Attack: None, Each attack after the first should have its own charged version. -
Roll Attack: Same as Running Attack.
Charged Roll Attack: None, Each attack should have its own charged version.

Chipped Daggers
Running Attack and the Roll Attack are a bit too slow, the second attack of the combo “3 double slashes” pushes light enemies away before finishing the hits, does little damage if compared with the duration of the animation, has a recovery animation that is too slow.
-
Basic Attack: Stab, 3 double slashes, the second attack of the combo “3 double slashes” pushes light enemies away before finishing the hits, and does little damage if compared with the duration of the animation, The character probably needs to move further forward during the second attack to allow it to hit all attacks, the damage of the “3 double slashes” should also be increased, “3 double slashes” should also have less .
Charged Basic Attack: Each attack has its own charged version, However, since it is a fast weapon, I think the attack should take less time to charge. -
Running Attack: Slow double slashes, 3 double slashes, the first attack is too slow for a fast weapon like the Double Daggers, Doing this running attack is slower than releasing the run button and doing the basic attack.
Charged Running Attack: The first attack can not be charged (obviously because it’s a running attack) but afte that has its own charged version, However, since it is a fast weapon, I think the attack should take less time to charge. -
Roll Attack: Same as Running Attack
Charged Roll Attack: The first attack can not be charged but the 2nd can, the first attack should be chargeable, also since it is a fast weapon, I think the attack should take less time to charge.

Ash Soothed Daggers
This weapon has no charged attacks and almost always does the same attack combo.
“ 3 vertical slashes” its last attack of the combo has a recovery animation that is too slow.
-
Basic Attack: Stab, Slash, Double Stab, 3 vertical slashes, “3 vertical slashes” its last attack of the combo has a recovery animation that is too slow.
Charged Basic Attack: None, Each attack should have its own charged version. -
Running Attack: Double Stab, 3 vertical slashes, “3 vertical slashes” its last attack of the combo has a recovery animation that is too slow.
Charged Running Attack: None, Each attack afte the first should have its own charged version. -
Roll Attack: Same as Running Attack
Charged Roll Attack: None, Each attack should have its own charged version.

Rogue Messer
This weapon always does the same attack combo, the last attack “3 double slashes” pushes light enemies away before finishing the hits, does little damage if compared with the duration of the animation, has a recovery animation that is too slow.
-
Basic Attack: Double slash, Double slash, 3 double slashes, pushes light enemies away before finishing the hits, does little damage if compared with the duration of the animation, has a recovery animation that is too slow.
Charged Basic Attack: The last attack “3 double slashes” can be charged, Each attack should have its own charged version. -
Running Attack: Same as Basic
Charged Running Attack: The last attack “3 double slashes” can be charged, the 2nd attack should have its own charged version. -
Roll Attack: Same as Basic
Charged Roll Attack: The last attack “3 double slashes” can be charged, Each attack should have its own charged version.
In Conclusion
The multi-hit Runes on the Double Daggers must be rebalanced to give more damage even at the cost of giving less damage on the posse.
Double Daggers are missing some Charged Attacks, and the charged attacks they have are a bit too slow for their playstyle.
Double Daggers have Clunkiness issues with the final attack of their combos.
“3 double slashes” pushes light enemies away before finishing the hits, does little damage if compared with the duration of the animation, has a recovery animation that is too slow.