Balancing is what V2 needs desperately at the moment

*Topic: I want to addressee some balance changes that are needed not all just the ones I am familiar with

Disclaimer: I am by no means a veteran at this game i play mostly on legend. So having that in mind i want to propose some needed changes some being objectively needed and some personal opinions that anyone is free to disagree with just please keep in my that nothing I say is a most have just the way I think the game could be better.

Weapons- Melee

  • Falchion: This weapon should be a blender of hordes so give it some nice cleave but give it low stagger to compensate for it
  • 2h Hammers: they really need more attack speed especially considering that cog hammer is really fast and just a better version of them.
  • Crowbill: It needs some decent cleave but to compensate make it amazing versus armour and give it decent stagger.
  • Elven Axe: This weapon should be a bit faster and have some more cleave but have low stagger.
  • Elven Spear: It needs to be better a lot better against armour but keep the small cleave.
  • Tuskgor Spear: Its cleave is good but the problem is the amount of time it takes to kill armour so some better power against armour would be the best
  • 1h axes: My idea for these would be to make them like flails but instead of ignoring shields they ignore all armour even and to compensate keep it with zero cleave but give them some nice stagger on heavies.
  • War pick: More attack speed and more stagger

Weapons- Range

  • Blunderbuss: Given you have one shot it should be worth it so make it ignore all shields, more cleave and more dmg. Maybe be a better spread could be added
  • Drakfire Pistols: More stagger
  • Drakegun: You cant snipe at all so giving it power against armour would make this weapon a lot better since it wouldn’t just be good against hordes.
  • Swift Bow: Reduce its ammo by more then half and to compensate it shoukd have single target poison and power vs monsters.
  • Hagbane: More ammo
  • Repeater Pistol: More ammo and the burst shot should ignore all armour since you are using 8 bullets and emptying your entire clip leaving you weapon will reloading.
  • Flamestorm: Same as drakegun

Talents- Kruber

  • Merc: only one bad talent
    • On Yer Feet, Mates! should also give allies increased stamina regen to make sure players that are downed and in the midel of a horde the ability to safely get out of the situation that downed them.
  • GK: only one bad talent
    • Virtue of the Impetuous Knight should empower Krubers weapon giving it more power, cleave and attack speed for 10sec.

Talents- Bardin

  • RV: some changes are needed
    • Last Resort should give Bardin a boost in power when picking up ammo
  • Slayer: his ult is underwhelming and the talents for it don’t help
    • Crunch should knock down enemies near Bardin
    • Dawi-Drop should significantly damage every enemy near Bardin after he drops
    • No Escape should also give Bardin increased crit change or someother boost to his melee

Talents- Kerillian

  • WS: Some of the talents could use changes given their underwhelming nature
    • Drakira’s Alacrity should give kerillian increased movement speed until she misses a ranged headshot
    • Serrated Shots should weaken enemies that are headshoted by her for 5sec period of time lowering their dmg output
    • Ricochet after landing a ranged headshot kerrilians next one has an increase in cleave.
  • HM: one bad talent
    • Bladedancer should give her increased attack power
  • ST: some talents need buffing
    • Lingering Blackvenom the poison now lasts for 5 more secs
    • Repel attacks from poisoned enemies now cost half the stamina to block
    • Ironbark Thicket it should just have a longer duration
    • Blackvenom Thicket it doesn’t sttager enemies but it applies poison to them

Talents- Victor

  • WHC: one ult talents are overshadowed
    • I Shall Judge You All! the sttager power of his ult is increased just like the radius of effect
  • BH: this guy needs help
    • Steel Crescendo while above 80percent ammo victor gains 5 percent attack speed and 5 extra crit chance
    • Prize Bounty after killing an enemy with a shot afflicted by blessed shots victor gains extra crit chance
    • Rile the Mob ranged shots that hit more then 3 enemies give victor 10 percent movement speed for 10 sec
    • Dual Action specials can also trigger this
    • Just Reward after using is ult victor can use it two more times for 10 sec
    • Double-shotted back to the good old version
    • Double-shotted his ult becomes a shotgun with good spread, ignores shields, great cleave, great dmg but terrible vs bosses, losses dmg the more enemies it hits and has awful range
  • Zealot: just needs a passive that transforms all hp gained to thp

Talents- Sienna

  • Pyro: her ult needs to be able to hit more targets
    • Blazing Echo after using her ult all enemies that she sets on fire for the next 10 secs suffer more dmg
  • Necro: all souls released should come to her instantly instead of needing to get near them
    • Lost Souls after releasing a skeleton all enemies near it are set on fire
    • Army of the dead siennas ult now raises 12 skeletons

I think there is more the game needs an example would be traits and properties not only for the current ones to be improved but to have new ones. Changes in other places are needed but my pinions on them are not too strong so I wont dive into them but feel free to share them if you feel like I would love feedback.

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I hope you don’t mind I formatted your post so our team can parse your feedback a bit easier. Good post; thanks! :slight_smile:

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Hm, i do agree that there are a lot of things that could use change, not necessarily because they are bad-bad but more like “feels bad” - bad. But for a few points i do disagree or believe you got the wrong motivations.

For instance, 2handed hammers, you compare them to the coghammer but this is a bit off, they are basically different weapons ultimately despite the names. Cog is more a single target/fewer target DPS tool while the big hammers are for mashing down the frontlines. Multiple stormvermin and maulers plus chaff can be smacked around with a fair lot of ease, at the main expenses of being slower and worse monster dps i believe?

Speed is not at all the main issue, slow weapons can work just fine, but they need something else and the axe has nothing. DPS isnt really good, reach isnt, speed isnt and so on. Cleave is utterly awful too. A minor buff to it would not change that, needs an overhaul.

That´d probably break it on WS, more ammo on hagbane definitely would.

Weapon is conditionally already really good, maybe not on all Sienna’s careers but at least on BW and necro if i am not mistaken. Even if not the best on either of them but its hard to change overly much given how much talents often do on Sienna.

Would likely be very niche or kind of too strong depending on how its implemented. And the serrated change is very pointless for legend and down considering how little actually survives being headshot by her even on cata.

It already hits a whole damn lot of targets by default? Exception is armor and that should really not change.

Actually i really appreciate it. Thank so much

I can only say my only real issue with V2 is that a lot of the melee weapons are just to multi purpose.
What I mean is why use falcon or the one handed axe that are both very fun weapons to use.
The dlc weapon axe and falcon just out right outclasses them both in every way that matters.

It’s like the javelin pre nerf long bow is just ignored because the javelin is just a unlimited ammo long bow with cleave.

War pick biggest problem is the weapon just doesn’t feel good and I’m not sure how to fix it.

My biggest problem is the amount of bad or lame talents since they stop me from switching up and changing talents which is especially apparent on BH

It works very well with improved cleave and +10% crit chance.
I mean it works in legend true solos.

“Improved” cleave how exactly? And 10% extra crit? Modded? :face_with_raised_eyebrow:

I was strictly referring to the current state, in which, only really handmaiden can make it kinda viable by just utilizing her access to some very heavy handed raw stat boosts ranging from innate defensive ones to attackspeed, crit and power. Which does work, albeit that it remains the worst weapon since she can do the same for any other weapon that also has its own perks to start with.

And this for cata.

…

And yah i mean, if the axe is modded(buffed), used on handmaiden, and in legend, then it’d probably be weirder if it did not work.

Modded of course. The principle is to be able to cleave 3 skaven slaves and I gave linesman modifier to the push attack.
There are many ways to buff a weapon. You wrote earlier 1h axe requires a lot of buffs. I think my modifications are enough to make it viable, no need for any extra. And it isn’t just enough, actually it’s quite satisfying to use. It still requires dodge dance, but hey, it works at least.

The current stats of the 1h axe is enough for the play, but I felt I was relying too much on my team. There are a lot of beginners on legend and I switched to the good old s&d quickly because I cannot reliably clutch with the 1h axe. I needed to clutch many times. Furthermore I sacrificed a good part of my assassinating abilities with 1h axe (shade ofc).

What i wrote was what a weapon needs to have something going for it to balance up a significant weakness, and, that the axe as of present, has nothing but weaknesses.

Its a matter of perspective and/or phrasing, if i am not mistaken, you basically added a 3x modifier to the current cleave while giving it a notable boost to crits which feeds into swift slaying. That would under such circumstance be anywhere from 2x to 4x(crits) more damage per swing?

I´d say that damage raised from between double to quadruple is a pretty big buff.

It wouldnt really be strange for any other weapon to be bonkers overpowered from such a change but it is instead testament to the axe’s original weakness that it takes that and only “feels good”.

+80%
Plus linesman for a single attack.

Crit chance has nothing to do with crit damage. Two different stats.
Bardin-Saltzpyre axe has +10% crit chance to the light attacks, so I just added this to the elf instead of a random bonus. I’m not sure if 1h axes need it at all after buffing their cleave but I don’t have a team to test everything.

Explain in detail what makes you think that their critical damage would be 2× or 4×, and I’ll try to clarify. No worries.

Feels good is one step below being OP. Maybe 1.5. Hard to judge the “proper” tier rating.

The meaning was that the cleave alone raises the damage per swing, if the cleave rise translates into cleaving say two clanrats or two marauders when it now only does one then its double, 2x. Then more crits ontop is also boosts it. The combination is a strong rise in output, especially when considering swift slaying.

Or that would be the case on any other weapon, but given the low baseline…the outcome is unlikely to be over the top.

Sounds about right, would still probably be kinda “meh” on cata due to sheer enemy density which simply demands one to have an amount of cleave or optionally, some other method for cleaning “rooms”.

I see. It damages 3 skaven slaves instead of 2. However, this doesn’t mean it will damage +1 enemy from every type. And absolutely not three times as many. I’m afraid, this boost is far lower than what you might expect. +50% against slaves, maybe some against other mobs might add 5% to the total damage output, +10% crits provide about 12% extra damage, so 17, let’s say 20% damage increase in total.

I just tested it again and I think it’s A-tier in this form.
It’s not good for frontliners on cata, but backliners could use it.

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Victor:

Bardin:

Kerilian, Kruber, Siena:

Loved all the changes, specially the necromancer ones. It feels like that if you get anything besides what CLEARLY works, you are just nerfing yourself. Like if there were no room for creativity.

A lot of the things you suggested changing, namely Drakefire Pistols, Hagbane, Blunderbuss, Tuskgor Spear, 2H Hammers, and Falchions, really equate to buffing a decent weapon, and most are already extremely powerful, but people don’t get how to use them. If you feel they’re not great, I highly recommend watching some Twitch streamers like ChocoB, Core, or Royale with Cheese, or their YouTube videos involving them.

Drakefire Pistols’ close-range attacks can clear hordes on cata, and even stagger Stormvermin. Ironbreaker’s Under Pressure talent gives them very high damage on overcharge, able to even stagger plague monks a bit. With long-range shots too, at higher overcharge they can easily kill maulers, leeches, and blightstormers in a couple shots, and storm vermin, gunners, and flame rats in a couple of headshots. Being Ironbreaker, you can take a shield+axe with this for THP on the heavy attacks and decent damage against armor in melee, allowing you to make space to vent a little while staying at high overcharge to do immense amounts of damage with the close-range shotgun blast of fire.

Tuskgor spear has lots of headshot damage on light attacks powerful push attacks and a heavy 2nd attack that allows for easy crowd control and lots of stagger THP. It’s on the verge of being OP.

2H Hammers are almost boringly good. You get familiar with the pacing, and even without attack speed, the heavy strikes will control hordes of everything besides chaos warriors with bland one-two heavy attacks, and the light attacks will down chaos warriors on cataclysm in a few strikes. Warrior Priests Greathammer is also really good, better even, but it just feels better to use requiring a bit more effort to chain attacks by combining light and heavies, and that makes it much more satisfying to use.

Falchions are already decent against hordes while also doing decent stagger and killing elites fast making Axes pretty much obsolete on Saltzpyre. It’s too short of reach to make a good horde blender. Both the Rapier and Greatsword already fill that roll, which would make changing the falchion redundant. If you wanted it to retain it’s high damage and give it more cleave, you’d make it extremely OP. On Zealot, it pretty much already blends hordes and kills black rats in a few quick hits.

Hagbane is borderline OP as Griffonfoot. It can stagger elites and specials while doing massive AOE damage to hordes, and the low ammo is the only drawback, but on Waystalker, no problem since her ult can return ammo. Using this on Legend or Cata is easy max damage since the Battle Wizard and Coruscation nerfs.


I’ve been playing a good bit over the past few years. I’ve got a few Cataclysm solos under my belt, but the majority of my time, I’m helping quick-play teams on Legend get books or accomplish completion achievements with some occasional deeds and Cataclysm games in the mix. I’ve been experimenting with every weapon and I have a handful of Veteran Tier items of every type to play with on unique builds. Of my 3000 hours, about 80% of that has been with rados in quickplay, mostly Legend games. I want to provide some feedback and I’ll focus on what stands out to me as needing changes the most with regards to weapons.

For the careers, there’s too much for one post. I’d need separate threads for each one, and I’m not a fan of most of the other threads suggesting major overhauls or reworks to them. It is just a few boring and inferior talents. I’ll stick to a few of the weapons you mentioned that truly have issues.

Crowbill / 1h Axe

I agree here mostly, but I have a lot to say because most people don’t get how they work, and I use them a lot.

High damage, armour piercing, and decent stagger do not compensate for lacking cleave.
The problem is No THP Synergy. The best you can do for THP is usually stagger because the push attack is still fairly strong and attacks against elites do a lot of stagger on rapid strikes, but still, not ideal.
THP on Kill can work, but in a team of players with ranged weapons who one-shot the elite you’re striking, you’re not getting the kill when you need it, and you won’t get much from hordes killing one at a time having 0 cleave. and can’t even really do much about armoured elites in melee if you’re stuck in a horde of trash enemies that take your strike because you can’t cleave away the horde or knock them around.

These are powerful niche weapons to complement crowd-clearing ranged options (Drakefire Pistols, Coruscation, Fireball, Shotguns). Crowbill, I use it on Unchained quite often; it’s one of my top picks for her since it can often one-shot black rats on heavy attacks.

Most people don’t realize 1h Axes synergize with Cirts having a +10% crit chance on all light attacks! Alongside +40% crit power, 1/4 attacks are getting a crit and will cleave an extra rat. It will also take down black rats in a couple of strikes. I use this a lot with Shotgun on Ranger Vet.
I think players just don’t have much practice pushing around hordes and dealing with no cleave. With a weapon that doesn’t have much cleave, you have to be extra careful not to get surrounded and deal with enemies a few at a time, and be pushing a lot.

I will admit though, I never get quite the damage I want out of Axes that I can with other melee options that clear crowds and it lacks the utility of a stagger weapon. Saltzpyre can’t make them work most of the time, because, unlike Bardin, he doesn’t have a lot of crowd control ranged options, not only that, Rapier and Falchion both do well enough against armoured elites while offering other benefits.

Suggestion:
For Crowbill is to give it a little cleave on the sideways heavy attacks and +10% crit chance on light attacks like the 1H Axes.

For Axes, give them a bit more cleave against non-armor so that players aren’t getting easily overwhelmed in melee and so that you can deal with armour in a crowd. They can’t even be used to their advantage if every strike aimed at armour is landing on a trash enemy instead.

For both, for Godsakes, let them break shields easier. There’s not much most weapons can do about shields, and if these could break trash enemy shields in one shot, that would be a small but meaningful benefit. I think they should also cause Black Rats with shields to drop their guard in one hit.

War Pick

One of the worst weapons in the game. Looks and feels like it should be a powerful low cleave weapon similar to crowbill and axes, but of course, more powerful being two-handed. In the melee, the light attacks feel so feeble and boring, it knocks things around a little with a generic one-two, but worse than Greatswords having low damage and just a bit of stagger.
The double-charged heavy attack is too slow to be used against armour if there are any little trash enemies around waiting to poke you, and when you don’t commit to the double-charged attack, it’s like a weaker executioner’s sword.

Suggestion:
Lots more damage on light attacks, but a bit less cleave and throw in a vertical light attack 3 so it can deal with an elite mixed in there. Make it so the regular heavy is faster, and can be chained into the aforementioned 3rd light vertical light attack. Perhaps also give it a 3rd and 4th heavy attack that has more damage, stagger and cleave against hordes, so that you can chain light attacks into heavy attacks to handle hordes better.

Griffinfoot Pistols

Although this weapon has less spread and shot per attack than Bardin’s Grudgeraker and Kruber’s Blunderbuss, it’s too powerful and easily spammed, mainly because of how it synergizes with bounty hunter’s crits. One can just start firing into hordes without needing hardly any time at all to start firing again. BH guaranteed crits also give it easy kills against groups of armoured black rats. Since the Coruscation staff and Moonfire nerf, this stands out as the most OP weapon, and it was only ever behind those two by a small margin.

For example, watch ChocoB’s do a Cataclysm Solo with ease using the “Griffinfoot Obliterator” build.
Open Wounds for 20% increased damage on a crowd of enemies hit by a crit.
Blessed Combat makes one shot to give the next 6 melee strikes 15% more damage.
Dual Action makes it so that those +15% damage melee strikes (+35% Open Wounds) on kill reload the shotgun pistols in seconds and just one melee kill gives you a crit. Paired with the ScroungerTrait, easy unlimited ammo and no need to reload.

Ridiculously powerful. People abuse it regularly. Even without these exact talents, it’s still great on BH because of how powerful crits are on them, and how often players can use critical hits to wipe out hordes.

My Suggestions:
Make it so that Blessed Combat doesn’t automatically give you 6 stacks of +15% melee damage for one shot by having each shot with Griffin Foot only count as one hit at most.

Reduce the Griffonfoot’s damage and stagger to armoured; particularly on crits. It shouldn’t be wiping out Stormvermin groups on cataclysm alongside the horde.

Reduce the “magazine size” from 8 to 4 and make the reload restore 1 shot at a time instead of 2.

Repeater Pistol

Was nerfed a long time ago, and it pisses away ammo fast, even on BH. Its heavy attack can be used with “Blessed Shots Consume no Ammo” for one niche build on BH able to one-shot things in close range, but the crossbows already do that better.

The Swiftbow is the most comparable weapon, and on Waystalker it gets bleed with Serrated Shots talent, and the Hunter trait allows it +25% most of the time. Because it can be spammed it’s easy to keep proccing the Hunter trait without concern for ammo. This is because while her ult can be used return ammo instead of having to use scrounger. The aimed shot will do decent damage against elites and specials with headshots, and can be used to snipe a bit.

Now, the Repeater pistol’s heavy attack will just use a 8 ammo to kill one elite or special slightly faster than using 3-5 shots, which is still a lot. If you spam it into crowds, it just doesn’t sustain ammo, even off of crits with the Scrounger trait. Despite it having higher base damage than the Swiftbow, it doesn’t sustain ammo, and since can’t be used effectively with the Hunter trait, and because Waystalker uses Serrated Shots to make the Swiftbow work, it leaves the Repeater in an inferior spot, and the higher base damage doesn’t compensate.

It seems like the heavy shots were intended as a crude shotgun attack against hordes with the spread, but it’s not effective at all in that way. It’s better to spam single shots into hordes with scroungers to get a chance at getting ammo back, and because the single shots are still fast it will work against hordes when you have ammo, while the heavy blast of 8 shots is good for killing elites with the blessed shots not consuming ammo using Prize Bounty. However, neither of these work well enough to make this weapon decent.

My suggestions:
Give it 50 ammo, 100 on BH, and make the single shots pierce more enemies in hordes.. This will make the Scrounger trait more viable too since it will be getting ammo and then it can be spammed into hordes to make it a viable weapon to deal with large numbers of trash enemies to complement low cleave weapons that are rarely used like the axes.

Make the heavy blast of all 8 shots have a slower ADS, but tighter spread with some armor piercing and more damage so it can be used to blast elites or specials from a distance allowing players to quickly deal elites or specials at the expense of the entire magazine and having to reload.

I think these changes would make it a popular weapon on BH, and perhaps a decent option for WHC or Zealot should players want to trade more ammo for less damage than they get with the brace of pistols which are better at sniping specials and have a short spam attack good for dumping into elites. This way, the repeater can be used more for extra crowd control, with a fun powerful blast attack.

Two-Handed Sword

I know these weapons are decent on Both Kruber and Saltzpyre, but I think the reason we’re not seeing it in use much is because it is boring to use. No weapon in the game has quite so bland a moveset. The light attacks just look like a sped-up version of the heavy attacks, and all the heavy attacks do is allow for some extra cleave so you can stagger and handle armor.

Sure, they’re powerful, not OP either, but they’re bland to use. I love the aesthetic, so I pick em up once in awhile, but even during a single mission, I get to a point where it feels exhausting and lifeless just swinging with simple one-two attacks. Then push attack is the most interesting thing the weapon can do, and even that feels a bit anemic.

Suggestions:
Give it a cool moveset that requires a mix of Heavy Attacks and Light Attacks to rival weapons like Warrior Priest’s Greathammer or Necromancer’s Sythe.

These weapons require a bit of a combo to get the most out of them and allow you to chain attacks for a single target or horde.

The Greatsword has a pointed end and is an elegant weapon. Landskenets fit the imperial aesthetic of a mercenary with a large sword and they have so many wide varied sweeping attacks.

You could throw a vertical strike into the light attack combo like 1H sword, or have a thrust on one of the heavy attacks which works well against armor and elites.

The push attack could be a pommel strike to stagger elites and push them back since the wide sweeps work so well against hordes already.

You could have a half-sword weapon special attack for doing damage and stagger to armor at the expense of 1 stamina.

Man, it’s such a cool weapon, but you guys made it the most boring thing. This is why everyone is using the Bretonian Longsword, not necessarily because it’s “better”, but because it’s dynamic and satisfying, with combos and a unique feat where heavy attacks can be used to defend and riposte.

Fatshark, I love this game and people have mentioned the Greatsword countless times, just make it interesting. I bet even the few Greatsword fanatics out there who worry about changes causing power creep and love the bland one-two combo would find some moveset combos fun and it would breathe new life into this beautiful iconic weapon. Please…

Conflagration Staff

In effect, this weapon doesn’t do much of anything unless you fully charge it, and it looks fun to do that, but it takes long enough to get interrupted. Fireball can be spammed to do decent AOE without charging it. The Coruscation staff deals passive damage after using one right click and even nerfed will deal more damage to hordes. C’mon, this thing is cumbersome, you don’t fully charge it, and most you can do is stagger one or two elites and a tiny group of trash enemies.

Suggestion:
Have the charged attack start at the 25% radius so that even quick charged attacks can hit a decent number of enemies, and that will make it faster at getting to max charge. Also, make the AOE even bigger at max charge.

This would make it more fun and useful. As is, it’s easy to get interrupted while charging the spell, and it doesn’t do all that much for the effort. You can easily get more damage out of Fireball and the nerfed Coruscation staff, and they also clear hordes. I would like Conflagration to be even better than both of those at controlling hordes since it’s less useful than either against elites.

Also, make the flames last longer. This thing has weak flames that fizzle out in an instant. The DOT flames on this one should last a good bit when it’s charged.

Flamestorm Staff

Bardin’s Under Pressure talent makes the flamethrower better. So not only is this too similar to the Drakfire, it’s also weaker.

Suggestion:
I would make a big change here. It think it could be a great weapon if it felt more like a flamestorm and less like a magic flamethrower.

Give it an attack that doesn’t obscure vision, instead of shooting fire from the end, have it rain down fire in projectiles from above like a “storm” and give it range allowing it to be used effectively within a team without blocking your teammates vision or lighting them on fire. This way a player can use it to pick areas of dense crowds to rain projectiles down on at intervals, and control which spots are getting some fire rain, like small flame comets.

Make the light attack one quick projectile that fires a large flame bolt which can stagger specials or elites and kill specials in a few shots.

A close-range flamethrower doesn’t work great on Sienna since she’s not tanky like ironbreaker and most of her melee weapons are massively good at stagging and clearing space like a shield is on Ironbreaker.

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Strongly disagree with this one. Why do you want to attack and remake the weapon concept from scratch? It’s a fast firing, weaker bow. You’ll hardly run out of ammo, but you also aren’t nearly as effective against most armoured enemies.

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Yeah swiftbow mainly just isn’t supported by the talent tree as well as it could be. In one of the balance mods drakira’s alacrity has a longer duration and is on a different row to serrated and that’s really all it takes to make swiftbow feel very fun and effective.

People underrate how nice the good dodges are when you just want to keep your bow out perpetually. Its armour damage isn’t even really that bad these days.

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    • Double-shotted back to the good old version

Do you mean when you could get 40%x2 due to occasional bugs? The 60% we get now is meant to reflect that they knew about how vital those “good old times” were, but they still wanted to patch the bugs relating to it.

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I’ve been trying to make a 1H Axe+throwing axe Slayer build work for a long time, and gave up recently. I liked the sweaty-palm “Gotta dodge, gotta dodge!” style, and the Axe gives more than enough damage overall, but I finally found the complete lack of cleave and chancy temp health too much to overcome. And all that clicking … Just a little bit of cleave would go a long way toward helping Crowbill and Axe.

Given your post, I’m going to take another look at Unchained and Crowbill.

I feel better about playing a Blessed Combat GF build if I pick a less-optimal melee weapon. :slight_smile:

A rejuvenated Outrider Pistol would be good - it feels like a hole in Salty’s weapon selection.

I’ve been enjoying the Great Sword lately. For me, the interest in using the simple moveset is deciding just when to use each attack for best effect, and the positioning involved. (Plus, on the Zealot I might actually do a little hit trading, to recharge stamina.)

But, yes, there’s so much more that might be done with such an iconic weapon - though I wonder if the devs think it important to keep the moveset very simple on what may be a popular weapon with new players. OTOH, the seeming-simplicty of V2 is what caused me to lose interest in it until after I’d played-out DRG.

I esp. like your idea of a stagger-focused pommel strike.

I’ve have fun with a stagger-focused BW taking advantage of the new Lingering Flames, but I do think the staff could use further improvements, since I think it only works well with LF, and it still isn’t all that great. I’d increase AOE or stagger.

Ideally, I’d change the left-click attack - something in the direction of either of the Soulstealer’s attacks, just to further distinguish it from the FB staff, and to play up either the stagger or the conjuring-fire-directly-at-the-target theme. But that’s more work than is needed.