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We have so many Attack Speed talents and properties. The last thing this game needs is more base attack speed to make it feel more arcady. But a change to Swift Slaying, so that it benefits slower weapons without breaking the fast ones would be welcome.

Well, maybe that’s just me, but, I basically ran and still run Swift Slaying and max crit/as builds on nearly everything, because I do want that 20% AS buff of course. And I feel like most people do this on most classes.

So, if you just re-distributed that 20% buff into 2 parts, it wouldn’t make some huge difference in most builds and would open up other options since people would be only trading 10% AS for different traits instead of 20%.

But I’m not saying this is an amazing solution, just that I would find it interesting to see how would such a change play out.

I agree that a lot of people run this. But I disagree that it is needed or makes weapons feel bad. It is more that people are powergamey and the trait makes the game easier as it has not been considered in the balancing process.

For me, the better approach is to get people away from this faster faster thinking as it damages the game in other areas.

I think I will post today or tomorrow as how I think Swift Slaying could be changed and then wait for the forum abuse.

Your protest made it seem like there is something about the essence of the halberd that’s antithetical to horizontal swings.
And I’m not even saying you’re wrong, which is why I replied as I did.
But by the same token, wouldn’t a 180 degree push angle, at least, better exemplify its nature as a pole weapon?
Assuming the wide push angle of spears currently is meant to represent the shaft.

I certainly can see that this might be my own bias, that I do indeed like fast gameplay, I don’t enjoy too slow stuff, and Vermin was relatively fast when I started playing it and that was part of why I loved the game.

My issue with slow stuff, is when it’s too slow and there is no compensation for the slowness, like with the faster weapons you can do lot of tricky stuff, which is something I don’t want the game to lose, like I would love if the game stayed in a state where if you’re really good player you can do some serious magic with all weapons, but… once the weapon is too slow and doesn’t have any other benefit to compensate for, you just can’t, you get pushed around and rekt no matter how good you’re. And it’s even worse now with the “guided-missile” running attacks, blocking/switching mess, “improper-flow” when changing from some attack chains to others on certain weapons and other “WoM features” that still didn’t get fixed :frowning: at this point, those are all kinda nails to the “solo/skill-magic” coffin.

That’s also what I don’t like about the Executioner change, it’s pushing the weapon in end-game into territory where it’s getting past the skill or at least to the very stressful place, and you just can’t pull off the magic anymore. While many other weapons don’t have this issue at all. Why would you then use such a weapon.

I’m not pushing for the game to get easier, I’m with you on being careful with powercreep, but on the other hand I don’t want to see the “skill-magic” go away. Which I feel like has been kinda steadily on decline due to mentioned changes.

I appreciate the non-hostile tone (that sounds more terrible than I want too).

I think we are in this case just to much on different sides. I don’t particularly like this faster, faster hack n’ slash style which we had right before 2.0. I was happy with a lot of changes by combat 2.0 and saw it as a massive upgrade. I also like a tad slower approach being more methodical and I am okay that solo-play gets punished more as after all this is a co-op game (and you know that people are still running True Solo Cataclysm, so the magic is still there).

I am just not on the side that speed equals skill magic. But yea, I think our preferences diverge to much here. That is why the Executioner nerf doesn’t bother me. It is why I can run that weapon on Footknight with Opportunist :stuck_out_tongue:

Thanks, I try when possible.

I see, yea we have different preferences then, and that’s fine.

I loved the pre-WoM game. And then just got extremely irritated with all the changes and also the sloppiness around them.

Well… not really, like isn’t that always some cheeze ? Like it’s not proper TS, where you just pick whatever class and weapon and go thru the map at normal pace killing stuff. It’s like hey here’s Slayer, jumping thru the map or something like that.

Or if I take Maiden and just poke rat here and there and dash/block thru the map, that’s not the magic I have in mind.

But that is not bothering me, it’s like Onslaught before WoM, TS Onslaught was kinda impossible while going at normal pace because you just didn’t have dps to kill the stuff fast enough and there was no intensity etc. blocking the spawns.

Anyway, thanks for sharing your perspective :wink:

Removing 10% critical to sword and dagger is pointless.

Be sure to check all subsequent changes through the patch notes thread:

hi i rly like the state in which bardin is in right now. the ranger allmost feels a bit to strong whit that mutch temp health on his ability. i like the idea of drinking ale to get buffs that is fun keep it. drakfire pistols feel pretty strong to whit the drake fire damage talent. 1h and 2h axes feel good. hammers to. war pick dosnt feel that good on its own. on berserker tough whit a second 2h weapon pretty nice.

Hi,
I will add some of my thought to the disscussion. Important thing, all my weapon judgements are from situations:“When things go south” Aka horde+patrol or horde+monster and not the best teammates. I give zero F for pro premade teams, as you don’t get that in random QP, when you just want to run a match or two.
There are also weapons I am not commenting about, because I don’t care about them (like like 1H mace, 1H hammer, 1H swords) as they were so bad for so long I totally give up on those. Or they are good but don’t suit me so hard, that I cannot simply use them effectively.

2H Sword (Kruber + Saltzpyre) as the move speed in animation sounds like a great idea, it is more like 20% -> 100% -> 20% in avg. 60% which is just annoying and atleast for me messes up dodges often. The only reason to use light attack is, because you messed up heavy attack. And by the way there is Zeal build using that 2H Sword for Cata runs and it is the most broken build in the game. As you get 10stacks for ult cd all the time, you heal around 12temp hp per swing with absurd attack speed and absurd damage, due to all saltz pyre talents. So this weapon was allready super strong.

Mace + Sword as this change makes sence, it doesn’t, because lack of armor penetration on Mace (historically the best weapon against armor) is irrational. So this change just drops this weapon from good and fun weapon into trash pile together with 1H mace, 1H hammer and 1H sword (S+K). Before those changes, this weapon was performing so perfectly, I think that Saltzpyres Axe Falchion had to be downgraded exactly to same damage as Mace+Sword.

Halberd yeah I like that. What matters most is to be able to control the attacks you need. You nailed that one perfectly.

Executioner Sword in most of the play it is no-brainer as some said and I agree. But come to convocation and save the day using this weapon against that “horde” 5-6 SV, 3-4 CW, gas rat and hook rat on Legend. In most cases there is less than 0,1s difference between you getting hit and hitting enemies. Any attack speed slow is absurd. And if any argument comes, Swift Slaying makes that weapon too fast, etc. SS is not passive, you don’t have it allways. SS is quality of life, not flat bonus. +10% power vs Chaos, that is flat bonus. In normal run, the difference is so insignificant, that it is still no brain weapon. So you only destroyed the part where skill matters.

1H Axe (Bardin + Saltzpyre) before 1H axe was usable only on slayer with some other horde clear weapon (for me it was allways dual axe). And 1H axe did well exactly in it’s role as anti-armor weapon (even though it should in fact be mace and hammer…) And in any other scenarion that 1vs1armored it was bad. This one sounds right, but in hands of slayer might be way too strong (sorry don’t have time to test every scenarion and every build)

Elven Axe the biggest hinder of this weapon is movement speed while attacking. Fast and agile elf moves as fast as old Kruber with that thing in hand.

Elven Dual Daggers I agree with removing the crit, but only if finally this weapon gets the damn poison on every attack. My brain just cannot proceed, how a weapon with poison applied to it’s surface, makes a flesh cut poison you, but two daggers thrusted through your chest atleast 15 centimeters deep dosn’t inflict poison. So please seriously, keep your crit, I don’t mind, but add the poison to every attack.

Elven Sword and Dagger same as Dual Daggers, just for the attacks pefromed with dagger. And add those nice 25% against Infantry damage for attacks with sword? I don’t remember which weapon does push attack, as I don’t use this weapon at all. But what applies to dual daggers and dual swords, should be reflected in dagger and sword. Those are exactly same weapons just different combination of them.

Elven Spear I like that one, back to headshot fishing.

Axe + Falchion as mentioned above, nerf that weapon to the poin where Mace and Sword for Kruber was before this patch.

Falchion too slow movement speed for one, small and relatively light weapon.

Mace (Sienna) this one, seriously. It is kinda obvious, that we are now speaking about your favourite weapon… And by the way, heavy attack does no longer set the target on fire, which is huge thing, as for all Sienna lovers, we want to see the world burn.

Flaming Flail Yeah, finally this bug got fixed, I lost hopes this will get fixed at all. So thank you.

Empire Longbow no, thats wrong. You can definetly do fully charget shot in 0,4s. I was doing that all the time. At the very moment you hear the sound of string putting preasure (no better way to explain it) you let the arrow go with fully charged dmg. As I tested this on dummy, those 2s are actually really buggy. I ended up standing there zoomed without actually drawing bow. Please revert this as it can be really messy if that happens in game.

Beam Staff is one big nope, the best weapon to quickly heat up as pyro and unchained ruined.

Handgun Reload time and Max ammo are ok.

Swiftbow Armor damage on charged shots sounds ok.

Throwing axes sounds good.

Volley Crossbow Reload time sounds ok.

Rest of the changes of Ranged Weapons should not be allowed. They are indended for killing specials with ocasionaly blasting in horde, to soften it a bit if needed. When this game was released, ranged weapons were so powerful, that there was no point in melee. You could kill everything with ranged and it ruined all the fun. Learn from history, don’t repeat same mistakes.

Shade ultimate needs a rework, to work in same way as Grail Knight. So the Ult damage is simply flat damage. No matter what weapon you use. It is kinda hard to tell from dummy how much damage it does as all the damage overlaps itself, so I will make up those numbers as example. So lets say that ult output now from dual daggers is 550. So if you tak dual swords and use ult, you will also dish out 550. If you take spear and use ult, you will also dish out 550damage. And so on with all melee weapons. Further I would make it that this damage is applied only to first target you hit (to prevent some absurd cleaves).

Traits & Properties

Swift slaying I would love to see a small rework of that trait, what I have in mind, is a bit wierd for trait, but I will explain it further. I would remake it, so it provides passive +5% attack speed. Reason for this is, that a lot of weapons needs a bit more attack speed and I don’t want to throw those weapons in thrash pile. But it would be really nice to be able to keep some sort of attack speed bonus, while also beign able to get rid of that +5% crit spam on everything possible.

Power vs
I have spent a lot of time, just staring into excel sheet searching for perfect combinations of power vs, to min max those break points. And seriously. Repeating this after every patch is so absurd. Can we have all Power vs properties become just + Power? From what I have seen in all the time I spent staring into excel sheets, it is really rare, that + 20% power would would reach any break points you cannot reach with +10% Power vs Chaos and +10% Power vs Armored etc. This would be one of the biggest quality of life, we can ever get. Taking that absurdly complicated part of min maxing out. This game should be based on how good player you are, not how many hours you spent staring into some excel sheet after each patch.

Both those traits in conjunction would probably become “the new meta” and I don’t think anything will be wrong about that, as it would be much more easier for players to not make a bad decisions (which in worst case can ruin a whole run, yeah mistakes adds up) and it would make everything easier for devs to balance.

Ranger Veteren

Ale Drop - Really cool idea however keeping it up can feel a bit like a chore even when only a single teammate is using them due to the inconsistency with which they drop. It can be very frustrating when the last few specials have been too far away only to have the next drop you can actually collect turn out to be an ammo pouch. It would be great if the drops were either smarter (pouches won’t drop unless someone is low), more predictable (drops actually come in a set pattern instead of 50/50 chance), or somehow tied to enemy type (say elites drop ale and specials drop caches so there’s enough ale to go around for more than a single player) but great change overall.

Exuberance - Already loved this talent so the buff/QOL changes was very welcome.

Smoke Buff - Really love the new package of temp HP and attack speed. For the first time it actually feels like the ult can actually be used to directly support my team instead of just acting as a panic button. It really rounds out his options with Parting Gift being great for offense, Surprise guest being great defense/survival, and now Smoke Buff being great for support/team play. With his ult cooldown being so long and his ult generation on hit being so low it finally feels like each of his talents is worth the wait.

Parting Gift - Already kinds covered this one but it’s nice to have it back as a more selfish offensive option.

Ironbreaker

Drakefire Fury - Really like this change and it feels especially nice on Drakefire Pistols. I just wish Bardin had more than just a single talent for drakefire weapons considering they are exclusive to this career.

Block Power Buff - Really like the changes here in terms of practicality and team play. Improved duration is a nice QOL change so you don’t have to block constantly.

Stacking Offense Buff - Probably my favorite talent change out of the bunch. Really helps to patch up the damage/clutch-factor that IB was previously struggling with in a last man standing scenario.

Tunnel Fighter - Nice change. Really appreciate the changes made since the initial rework of the talent.

Bounty Hunter

Last Shot Power - While I understand the sentiment that this talent can be powerful with the right build, it feels far too niche in the way it currently works. Sure it can be combined with Melee Kill Reload to keep it going but killing an elite can be inconsistent and overall the talent shoehorns a player into using a specific ranged weapon and talent selection just to make itself feel worthwhile. I think it would be interesting to allow this talent to proc on the final shot even if that shot procs Scrounger or Conservative Shooter thereby rewarding the player with a big melee buff in exchange for careful ammo management and constantly staying on the brink akin to how Zealot and Unchained reward health and overcharge management respectively.

Weapon Swap Buff - I really love the idea of this talent. My biggest complaint is that the current UI makes it difficult to tell which buff is which but other than that I love this change.

Party Move Speed Buff - Although I’m sad to see this get nerfed I totally understand the reasoning. Providing a nice buff to the entire party gives it a place to see use. Excellent change.

Melee Kill Reload - Glad to see the 20% ammo returned to this talent. My only issue is that it can feel weak against Beastmen since they have fewer elites than other factions while also requiring more ranged ammo to deal with archers constantly (maybe increase the amount to 30% against them?). On a side note the talent is either bugged or the description is poorly worded because it only reloads 1 shot upon getting a kill while the description implies that the weapon should be fully reloaded. Otherwise great change.

Bounty Hunting - Honestly I have a difficult time telling if this talent is working properly or not. Some kind of running tally or other visual representation to track you kills/cooldown rate would be welcome.

New Shotgun - I have honestly never been a fan of shotguns in this game and Locked and Loaded is no exception (new or old). The falloff in both damage and accuracy feels extremely sharp and makes the weapon go from patrol-killing powerhouse to pathetic peashooter with just a meter of difference. The stacking damage mechanic is also a pit perplexing because it kind of incentivises the player to use the shotgun on a hoard to ensure maximum kills and then just sit on it until a patrol or monster shows up and this just feels kind of… awkward. There are a few ways I can think of to make the pellet stacking mechanic a bit more interesting because I do like the idea of an ultimate with stacking damage:

  1. Pellet stacks are not consumed upon each ult and instead continue to stack up to a max and lasts until Death or the end of the mission(think Job Well Done but for killing enemies with your ult). This would encourage the player to use their ult to build up damage instead of punishing them for using it frequently.
  2. Pellet stacks are consumed with each ult but are accumulated through ranged/melee kills instead of ultimate kills. This keeps with the theme of strengthening one weapon type by using another that Last Shot Power, Weapon Swap Buff, and Melee Kill Reload all follow while also allowing for more free ultimate usage than the current talent does.
  3. Ultimate kills refund cooldown based on type and number of enemies killed. This is honestly kind of a boring one and cuts into Bounty Hunting’s design a bit but would allow for more free usage of the ult instead of sitting on it like I mentioned earlier.

Handmaiden

Ariel’s Benison - Really like this change, it helps solidify the identity of the class and updates the passive nicely.

Block Attack Speed - The change to allow pushing to proc this talent is very welcome and fits much better with the class’ identity and blocking to proc it should still be useful in clutch scenarios against tough enemies.

Dodge Damage/range - Another good change that fits well with the class’ identity and playstyle allowing for greater survivability or damage depending on the situation.

Bladedancer - Much like Sienna’s Lingering Flames and (old) Chain Reaction my issues aren’t with the idea of this ability but the numbers and realistic utility. My biggest issue with the bleed affect is that the enemies you are typically going to kill with this ability are the ones you would have no trouble killing normally since Handmaiden typically has enough attack speed stacked to mulch any hoard anyway.

Cleave Buff - I’m going to miss the consistency of a flat 100% cleave buff but the additional 5 seconds of Power is Pain is a nice change and makes it an appealing choice.

Warpick

I plan to make another post dedicated to the weapon changes and the Sienna/Kruber changes at another date but this is very much worth bringing up as soon as possible.

Warpick honestly feels much better against hoards with the new linesman modifier on its light attacks although its push attack could use that modifier as well since it currently struggles to cleave through more than a single enemy. That said, Warpick has always really been about the heavy attack (specifically the charged heavy attack) which is where we run into the major issue with this weapon: The charged heavy is nearly impossible to land properly.

When you fully charge a heavy attack with the Warpick, Bardin’s arm literally blocks half of your screen including (most importantly) your reticle dot. The result is that it becomes nearly impossible to land headshots with this weapon which effectively reduces its output by a lot despite the raw damage on the attack being very impressive. Combined with one of the longest (if not the longest) windup animations in the entire game this results in the selling point of the weapon being the worst part about it.

The weapon could benefit from more cleave on the push attack and a faster heavy attack windup (considering it has to go through 2 stages to reach full damage) but if nothing else please change the animation to be less obstructive because I guarantee that if the charged heavy was as easy to hit as the Executioner Sword’s heavy I would use it way more than I currently do.

See, this guy also gets it. (Talking about Executioner)

Please, just remove the change.

I don’t understand though how a trait that gives you the ability to sometimes squeeze your hit in between enemy hits can be considered “quality of life”. It is a buff - it makes you perform better. Winning is not “quality of life” - it is the goal of the game.

Also, check out the pseudorandom (by Sigmar, I hate this gamedev half-educated slur of a misconception with a passion) thread to see how sometimes (not for X-sword), Swift Slaying can get very close to a flat buff.

1H Mace/1H Hammer - I liked this weapon even before the changes but the changes to crit on uppercut were a great idea and the tank modifier on 1&2 feel good and help solidify the role of the weapon.

2H Hammer - Another good change that helps give the weapon a more defined role as a crowd control tool.

2H Sword - On paper this weapon is now better but some of the core issues with how it feels still remain.

  • Firstly it is incredibly difficult to tell whether I am using a light attack or a heavy attack in the middle of combat because the animations are practically identical unless I charge a heavy for longer than is actually necessary. Some visual distinction between light and heavy attacks would be welcome.
  • Heavy attacks sometimes feel like they “hang in the air” for just a beat too long after the attack button has been released leading to a feeling of delay before the swing begins.
  • The push attack feels incredibly sluggish. A shortened delay between the push and the actual attack would be welcome.

Mace + Shield/Hammer + Shield - The new changes make this weapon feel great against hoards and pretty good against armored enemies as well with a notable exception. Due to his height Bardin has a significantly harder time dealing with chaos warriors since he struggles to hit their heads with the push attack. Since the majority of armor damage with this weapon comes from push attack headshots he can fall behind Kruber despite the weapon movesets being identical. Some kind of buff to help him out in this scenario would go a long way in helping him keep up with Kruber when using this weapon.

Halberd - I still haven’t gotten used to the new moveset but the increased control over which kind of attack you perform should go a long way in making the weapon a desirable choice.

Executioner Sword - This weapon was undeniably too much of a nobrainer in most scenarios but I’m not a fan of the sweeping nerf and I feel like lack of competition from Kruber’s other weapons was a big contributor to its high pickrate. The strength of the weapon came from a spammable and powerful light attack chain combined with one of if not the best heavy attack in the game so I would like to see one aspect of the weapon brought down instead of the weapon as a whole. Maybe try reverting the attack speed on the heavy since it’s the aspect that the weapon is built around and keeping the nerf to the light attack speed so the weapon retains its niche of headshotting with heavy attacks while reducing its ability to simply spam lights against hoards.

Tuskgor Spear - I honestly disliked this weapon because it felt bad against hoards unless I spammed the push attack so I feel mixed about this change. I understand not wanting too much power loaded into a single aspect of the weapon but in my experience it was used so much because it was much more convenient than chaining [(L1) -> (H2) -> (L1) -> (H2) -> Repeat] during a hoard.

1H Axe - These changes make 1H Axe feel a lot better in my experience. It finally feels usable as classes other than Slayer/Zealot.

2H Axe - I really love the changes to 2H Axe and when I get a good chain going it feels incredible. Finally feels like it is an alternative to 2H Hammer and I think that’s really where it should be.

Axe + Shield - Much like 2H Axe and 2H Hammer, Axe + Shield and Hammer + Shield now feel like they could fill different roles although Axe + Shield falls too far behind its brother during general hoard gameplay due to their massive difference in stagger and cleave . A buff in this department would allow it to perform closer to the rest of Bardin’s weapons during general gameplay while still keeping its niche as a defensive anti-armor weapon intact and allowing Hammer + Shield to excel as a defensive crowd control weapon.

Warpick - I’ve already mentioned this one in another post. Make the heavy attack less visually obstructive and increase its speed a bit and see where things go from there.

Note: This is more prevalent when playing Ironbreaker

Glaive - Feels really good overall.

Dual Swords - Feels good against hoards but damage versus armor could use a bit of a buff.

Elven Greatsword - Feels great against hoards but the windup and recovery on the heavy attack makes it feel very punishing to miss a headshot against armored targets. A movement speed buff while charging a heavy could help with positioning and make it more consistent to hit heavy attacks where you want them to.

Elven Spear - Feels great to poke enemies again.

Elven Spear and Shield - The change to light 3 makes this weapon feel a lot more versatile when dealing with hoards.

Axe + Falchion - Changes feel fine. I find myself mission the mass modifier on the push attack since the weapon can sometimes struggle against tightly packed enemies during a hoard.

Falchion - Stamina and attack changes are nice. Crit chance on the push attack would be nice to keep it consistent with other uppercut swings and help it deal with denser hoards.

Flail - I likes the flail before but these changes feel really good and help the weapon further carve out its place as a crowd control weapon. Heavy attack buff makes it a more appealing option over [(L1) -> (L2) -> block -> repeat] combo.

Billhook - These changes make sense and the weapon still feels good to use without the near infinite dodges.

Traits

I’ve seen a lot of talk about Swift Slaying but I’d rather see the underpicked traits get reworked and more interesting options added before any change comes to it.

For instance Opportunist has a place in very specific builds but applying the stagger bonus to general attacks as well as pushing could make it an appealing choice on many crowd control weapons instead of only getting used on shields.

There could be a new trait that increased attack speed by 10% after landing a heavy to open up lesser but more consistent alternatives on weapons like 2H Hammer that don’t attack/crit as often but use a lot of heavies.

Inspirational Shot is just a terrible trait that demands a lot of accuracy during a fight and provides significantly less benefit to allies than simply pulling out a melee weapon and killing/staggering hoards alongside them but it could open up some interesting builds if moved to melee weapons instead.

Resourceful Combatant/Sharpshooter doesn’t feel worth it on most careers outside of the ones with long cooldowns and low on-hit cooldown reduction (Ranger Vet, Ironbreaker, and Unchained). Maybe make it either a flat reduction or 5% depending which is higher (kind of like Slayer’s Oblivious to Pain talent can either reduce damage by a flat 10 or by 50%) so that careers with faster ult generation could still get some use out of it. An indicator of when the trait is on cooldown would also be a nice QOL change.

These are just a few ideas I had but the main point is that I would rather see interesting alternatives introduced before there is talk of nerfing anything.

Even when swift slaying procs I can barely feel it anymore with this stupid attack speed nerf. Its like Krubers trying to swing it through mud while the sword is encased in concrete. Could’ve maybe used a crit chance reduction on the heavy attacks but gutting its attack speed when it was already fairly slow pre nerf wasn’t a good idea.

Isn’t there a sub-forum specifically for beta feedback? Why are people leaving big feedback posts here.

So maybe go on and check the first paragraph again. I am not speaking about situation when you are steam rolling with team, I am speaking about the situation when the S… hits the fan and you are fighting for survival, mostly last man standing, followed by insane mixed horde. You will never have time to spam executioner sword to keep up swift slaying.

Swift slaying is seriously a quality of life on executioner sword, letting you steam roll even more, but only if you are allready steam rolling. And than, it matters not. And yes you can get lucky and get the proc on often in clutch moment. But you cannot count on that, so than you have to count with it not procing at all.

Yes there is too many of them. And not everyone has a 4 hours to create 15 comments in some sub sections someone decided to make. Honestly had to be done by moderators, to limit something like 3 topics about dual daggers on one page.

Lets speak about why was even the executioner sword so high pick on Kruber.

So what we had…
One-handed sword, not good at cleaving unarmored, useless against armored, not moving fast during attack, small range and not even that fast.
One-handed mace, better against hords but not much, had some bad animations, had some armor killing potential only on charged, but small range and moving slowly during attacks.
GreatSword, it was not so bad as it might seem, but it is not fun to play 30minutes of smashing charget attacks only, the light attacks are absolutly useless.
Shield variants are ok, if you like playing with shields a lot, those weapons had some potential, actually surprisingly great was sword and shield, but not so many people likes to play that way.
Now we are getting to the better weapons…
Hallberd, overall well rounded weapon, but it suffered from the need of cancel animation to repeat attack 1 and making mistake under preasure was way to easy.
Sword and Mace, just straight weaker Axe and Falchion, yeah like Kruber’s talents ever made a Kruber strong, cough Zealot scaling.
Two-handed hammer, really good weapon against armored, good against hords, short range though, but the weakness is that you need the slower attac (heavy attack) against enemies hords and it is easier to take out a horde with lmb spam weapon.
And than we had Execution swrod, great against armored, good against hords, big range, really slow movemet but consistent.
Later on with Grail Knigh we recieved Bretonian Longsword and Bretonian sword and shield. Bretonian Longsword have a great mechanic of blocking during heavy attack, if only seeign shields on screen actually ment you are blocking (I died to this many times, shields icon fully visible, full stamina, getting shreded by monk, as charging attack resets by taking damage) not the greatest animations nor the damage, but definetly not bad at all. For shield, I just carry it for blocking flamethrower and knocking assasins from air, I am not a shield person.

There were 4 good weapons and one was way better than the remaining 3 options. You cannot be surprised peaople picked that one. But instad of nerfing the best one into to a trash pile (and yes attack spead was allready on the edge, very edge) you could have just said like, yeah minus few % dmg on light attack, making it way weaker against second, third, etc. enemy…
Or maybe even better, boost those which are in trash pile, I think you tried, but I still cannot see a single reason to pick one memed sword.

And please, why we cannot use bretonia sword and shiled on other classes, same goes for halberd or tuskor spear on grail knigh…
Would be really lovely to get rid of that for once (sure keep dual axes only for slayer and drake weapon only for ironbreaker, those are just designer for those classes). There isn’t that big difference between Bretonian Grail Knight using halberd or executioner sword.