KNIFES Movesets can be Improved

In Souls-Likes Knifes are often the worst weapon category, they have low range, low poise damage, they dont’ filch enemies, and many otre problems.

In NRFTW Knifes are ALMOST viable, They are the worst weapons at dealing with gropes of enemies but If the devs gave us AOE runes that work well with knives the problem would be solved. You can have fun with them, but they are all clearly worst then the blood-runted Sword.

They are also little underpowered in stats, I think the reason is also that they weigh little As I have already said on other occasions, I think that all weapons should be equally strong, and that therefore it would be better if they all had the same weight (even if it’s not realistic) to remove any ambiguity on the matter.

But in my opinion the thing that is holding them back are problems in the Movesets.

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

image:double_exclamation_mark: Hunter’s Knife

The third attack, even if it has a considerably longer animation (almost double the duration), does the same damage as the other attacks (should do almost double the damage), the attack while running and the one after the roll have a recovery animation that is too long and this is a very unpleasant and problematic pause for a fast weapon like a knife.

  • :double_exclamation_mark: Basic Attack: Two horizontal slash that have little AOE but more range than you would expect followed by a forward spin + slash, this third forward spin + slash takes about twice as long as the other two attacks and should also do double the damage but instead deals about 20% more damage (but this is due to the fact that it is the third attack and not the fact that it has the longest duration) to be balanced this attack should do 100%-120% more damage than the first attack.
    :red_exclamation_mark: Charged Basic Attack: Each attack has its own charged version, this is the best way to do charged attacks but in the case of knifes the charging is too long, Different weapons have different Charged Attack Charging speeds, and in my opinion knives should have the fastest one (the same as the Scimitar or faster).

  • :double_exclamation_mark: Running Attack: (This attack is shared between all daggers) Dash forward and stab, there is a strange pause after the stab, the recovery animation is too long, if that pause was removed all the daggers would be more fun because the basic combo would start smoothly afre the Running Attack.
    :red_exclamation_mark: Charged Running Attack: None, It would be ok if after the attack the basic combo would start smoothly.

  • :double_exclamation_mark: Roll Attack: Same as Running
    :red_exclamation_mark: Charged Roll Attack: Same as Running

image:double_exclamation_mark: A Singular Purpose

Similar problems to the Hunter’s Knife, they have almost identical moves, but I have to say the small differences between these moves are nice and since they are equivalent and there is no one better than the other it’s fine.

  • :double_exclamation_mark: Basic Attack: (Similar to the Hunter’s Knife Basic Attack) Forward spin + slash followed by Two horizontal slash that have little AOE but more range than you would expect, this first forward spin + slash takes about twice as long as the other two attacks and should also do double the damage to be balanced this attack should do 80%-100% more damage.
    :red_exclamation_mark: Charged Basic Attack: Each attack has its own charged version, this is the best way to do charged attacks but in the case of knifes the charging is too long, Different weapons have different Charged Attack Charging speeds, and in my opinion knives should have the fastest one (the same as the Scimitar or faster).

  • :double_exclamation_mark: Running Attack: (This attack is shared between all daggers) Dash forward and stab, there is a strange pause after the stab, the recovery animation is too long, if that pause was removed all the daggers would be more fun because the basic combo would start smoothly afre the Running Attack.
    :red_exclamation_mark: Charged Running Attack: None, It would be ok if after the attack the basic combo would start smoothly.

  • :double_exclamation_mark: Roll Attack: (Same as the Hunter’s Knife Basic Attack) Two horizontal slash that have little AOE but more range than you would expect followed by a forward spin + slash, this third forward spin + slash takes about twice as long as the other two attacks and should also do double the damage but instead deals about 20% more damage (but this is due to the fact that it is the third attack and not the fact that it has the longest duration) to be balanced this attack should do 100%-120% more damage than the first attack.
    :red_exclamation_mark: Charged Roll Attack: Each attack has its own charged version, this is the best way to do charged attacks but in the case of knifes the charging is too long, Different weapons have different Charged Attack Charging speeds, and in my opinion knives should have the fastest one (the same as the Scimitar or faster).

image:double_exclamation_mark: Butcher’s Work

Similar problems to the Hunter’s Knife, they have almost identical moves, but I have to say the small differences between these moves are nice and since they are equivalent and there is no one better than the other it’s mostly fine, I think this weapon should have a different running attack to differentiate itself more.

  • :double_exclamation_mark: Basic Attack: (Same as the Hunter’s Knife Basic Attack) Two horizontal slash that have little AOE but more range than you would expect followed by a forward spin + slash, this third forward spin + slash takes about twice as long as the other two attacks and should also do double the damage but instead deals about 20% more damage (but this is due to the fact that it is the third attack and not the fact that it has the longest duration) to be balanced this attack should do 100%-120% more damage than the first attack.
    :red_exclamation_mark: Charged Basic Attack: Each attack has its own charged version, this is the best way to do charged attacks but in the case of knifes the charging is too long, Different weapons have different Charged Attack Charging speeds, and in my opinion knives should have the fastest one (the same as the Scimitar or faster).

  • :double_exclamation_mark: Running Attack: (This attack is shared between all daggers) Dash forward and stab, same as the otter knifes but it dose not make sanse in this weapon, because it doesn’t have a tip, i usually ignore these details of realism, but since all knives have this attack it would be nice if this one had a different attack.
    :red_exclamation_mark: Charged Running Attack: None, It would be ok if after the attack the basic combo would start smoothly.

  • :double_exclamation_mark: Roll Attack: (Same as the Hunter’s Knife Basic Attack) Two horizontal slash that have little AOE but more range than you would expect followed by a forward spin + slash, this third forward spin + slash takes about twice as long as the other two attacks and should also do double the damage but instead deals about 20% more damage (but this is due to the fact that it is the third attack and not the fact that it has the longest duration) to be balanced this attack should do 100%-120% more damage than the first attack.
    :red_exclamation_mark: Charged Roll Attack: Each attack has its own charged version, this is the best way to do charged attacks but in the case of knifes the charging is too long, Different weapons have different Charged Attack Charging speeds, and in my opinion knives should have the fastest one (the same as the Scimitar or faster).

image:red_exclamation_mark:Jackknife

I seriously consider letting the memes win and have “Stab” as only description of this weapon.

  • :red_exclamation_mark: Basic Attack: Stab, This attack is functional but the animation is too repetitive and the attacks do not connect to each other, but adding a second animation to the attack would be a good idea, just for aesthetic purposes.
    :red_exclamation_mark: Charged Basic Attack: The attack has a charged version, this is the best way to do charged attacks but in the case of knifes the charging is too long, Different weapons have different Charged Attack Charging speeds, and in my opinion knives should have the fastest one (the same as the Scimitar or faster).

  • :double_exclamation_mark: Running Attack: (This attack is shared between all daggers) Dash forward and stab, there is a strange pause after the stab, the recovery animation is too long, if that pause was removed all the daggers would be more fun because the basic combo would start smoothly afre the Running Attack.
    :red_exclamation_mark: Charged Running Attack: None, It would be ok if after the attack the basic combo would start smoothly.

  • :exclamation_question_mark: Roll Attack: A Crouched short stab, this attack is very weak and has no specific use, in my opinion it would be better to have the basic attack here.
    :red_exclamation_mark: Charged Roll Attack: None, if it is replaced with the basic attack it will simply be the same as the Charged Basic Attack.

In Conclusion

The knives have two big flaws:

  1. The slow forward spin + slash attack does the same damage as the fast attack even though it should do double the damage since the attack is twice as slow.
  2. The dash attack doesn’t connect smoothly with the basic combo, which is a serious problem for a fast weapon like knives.

Sorry for the repetitions but if the weapons have all the same attacks i can’t do anything xD, and as I already said I don’t mind it since they are nice attacks and the weapons still have small differences.

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

1 Like

I feel like you’re making too much of a meal of this but you’re right that one handed daggers are underwhelming. They are significantly more viable on Experimental than they are right now on Live because of Flinch buildup but nobody is discussing that and it’s not clear to what degree it’s even intended or working correctly. On Live the discussion should probably be focused on just how valuable lower weapon weight actually is and the relative balance of Runes for weapons which have lower base damage within the same class.

Daggers save you 20 weight, but your weapon is the most important thing in your kit so no amount of weight saved will ever be worth it if the weapon itself is junk. Weight at Normal threshold is not nearly tight enough that you would sacrifice a lot of offensive power for 20 weight of armour. If you gave me the choice between Tormented Blade or Hunter’s Knife where Tormented Blade would cost me a ring slot for a weight ring, I would take Tormented every time. You also need to consider that Rapiers are in the same weight category and Pigsticker obviously clowns on all the 1H Daggers.

If the Light weight category wasn’t instant death tier and actually seemed like a viable build option then the weight tradeoff might make more sense, because Light actually is very tight, but anybody running Light right now is only doing so for fashion and roleplay reasons.

The other issue is that Runes on weapons like Daggers are significantly gimped compared to the same runes on other 1Hs, because they have the same motion values with lower base damage. Daggers don’t animate their rune attacks any faster, they don’t cost any less focus, they have less range because the weapon hitbox is smaller and they deal less damage because they have less base damage than other 1H weapons. Perhaps all this disappears with the Job system as weapon classes won’t really need to be balanced against each other if they’re job locked.

I plan on criticizing all weapons I don’t hate knives in particular.

As I said in the introduction they can be fun, but they are clearly worst then the blood-runted Sword in pretty much every situation.

This does not mean that they are unusable, But they are not viable in the sense that nobody would use them instead of other weapons.

The shortcomings I have highlighted are present regardless of the Flinch buildup:

It doesn’t make sense that the basic attack, an attack that takes twice as long to cast, do the same damage.

And the fact that the running attack doesn’t connect smoothly with the basic combo, is a problem for a fast weapon like knives.

Without these problems the knives would be much nicer to use, I don’t think I’ve been too harsh in criticizing this problems.

These considerations are made regardless of the damage when compared to other weapons, Just the moovesets.

Flinch is hard to balance, i did noticed it, i made many runs at the crucible to test knifes, but i decided to not discuss it because is too complicated to cover.

I agree, but prefer to only discuss damage within the weapon, meaning comparing the damage of the attacks to each other to understand problems in the motion values, Comparing damage between weapons is too complicated to be done empirically with the tools we have available.

Agree, This is another reason why I think it doesn’t make much sense to have weapons of different weights.

Also Runes on knifes have a lot less Range/AOE, and in fact this is why I specified that the devs should add some AOE runes that work well for knives, if you put a rune that gives you a spin attack on a sword it’s good AOE but on a knife is not.

I am not opposed to weapons having unique weaknesses like Daggers not being good at AoE, just as long as those weaknesses are offset by other strengths. It is not desirable for every weapon to be equally good at everything

I agree with this. but It’s okay if there was a rune to help with this weakness, runes aren’t part of a weapon’s basic moveset.

Essentially, when there’s a group of enemies, it’s always better to swap out weapons and switch to a weapon with a lot of AOE.

If you use a knife, having a rune to do something similar without switching weapons would be nice. I was thinking of a rune that costs 150 Focus, very similar to “Eruption” or “Skyfall Shot”.

It’s still a rune that costs 150 Focus, it doesn’t change the fact that knives aren’t good at AOE, you can’t always use it, but it would be really cool to have to mitigate this weakness.

But if, as you say, knives had a unique power point, such as having a lot of damage to a single target (which in my opinion is the characteristic of dual wielding weapons), a similar rune would not be necessary and perhaps it would be a little too strong.