Weapon types should be different from each other, every character is the same

As it stands weapon types in this game are functionally the same in terms of how your character is built and fights enemies. It doesn’t really matter if you’re using a sword, dagger, club or whatever else, and doesn’t matter which attribute the weapon has it’s just a scaler for that weapon. In this game you “hit with stick” and it can get rather dull to create more than a few characters as using a club feels exactly the same as using a dagger outside of move set. What I would prefer is a more interesting and unique way weapon types could affect how you fight enemies.

These are just examples of a way to explain myself and is not me saying “this is how weapons should behave” but just to get a conversation going that weapon types can be different from each other. The new upcoming class system could fix this problem and would like to know if anyone else thinks weapon types aren’t unique enough.

Let’s look at the Fist Wraps as an example. As it is now you’re just punching away until you can use your focus or you’re just spamming the overhead kick rune that costs stamina, and honestly it’s okay and should still exist as an option, but it’s not different from using anything else. What if the Fist Wraps had runes that costs stamina or combo and Fist Wraps had a combo meter inherently that built up while performing good combos which increases your damage based on meter. Like attacking 4 times normally and then mixing in a kick rune into maybe an elbow rune and back to normally attacking. Something like, attack > rune > attack > rune > attack attack > rune, weaving attacks together inside of the natural openings each enemy gives you to create a more fighting game playstyle as you can build the meter much quicker by performing different attacks. Maybe 1 of the runes could be a finisher that can only be used at a certain combo threshold. This is just an example to explain the idea that weapon types could have playstyles unique to them and is NOT me saying “put this in the game now”. Also this was just an example of how “Fist Wraps” can be different, other fist weapons like gauntlets can still exist in a different way.

The regular dagger could have increased damage against enemies from behind or while staggered and “vulnerable”, this could also create unique builds like using a big 2 handed club that focuses on staggering and power attacks to then switch to a dagger while the enemy is “vulnerable”. Obviously this shouldn’t force you to use a dagger if you want to use a club, it’s just a viable playstyle option.

The Rapiers could have increased damage after a parry or some rune attacks that are only available to use after a parry and have a more retaliation approach exploiting openings.

Spears could reward you for perfect spacing like more damage at the edge of your range and have some throw runes like throwing the spear attached to a rope that could pull you towards the enemy or the enemy towards you.

Again this is just to get the idea across that I would like to see weapon types have their own gameplay style possibilities because trying new weapon types and creating new characters is pretty boring since I’m just “hitting with stick” and then blowing up with focus and playing a character with one weapon feels the same as another. It could even open up the option of playing the same weapon on 2 characters that play different from each other.

Thank you if you happen to read this and I hope how I expressed my concern that every weapon type feels the same came across correctly, and again I’m not suggesting these specific remakes just that I feel weapon types need to feel differently.