Albion Online dagger/Flamberge Rapier and Sword breaker/Estoc Warrior
I'm avoiding numbers because I don't know what they are now, let alone what they will be. This is purely conceptual, fitting new weapons into the current system and what their role would be.
I know you(developers) are not looking for more weapons to develop and balance right now, but if you like the idea keep it in mind. If not part it out and take what you like to current weapons. If there's nothing you like, dismiss it.
I would love to hear from the community on who would be interested in this and if it makes a viable play style.
Backsword/Rapier/Estoc for short (all listed as 2h)
Q - Precision thrust - deal x damage ignoring y% physical resist % (% of %, more useful against heavy but would still technically do more damage to lighter, high % but weaker attack than other melee weapons to balance)
W - Defensive Stance - Triggers "Defensive Stance" self buff (Self buff "Defensive Stance" - next enemy auto attack is Parried (negated), only triggers skill on auto attacks)
W - Lunge - lunge through (not push) the target dealing x damage range y meters
W - feint - fall back xm (just enough to get out of melee) (remain facing target) then reengage dealing x damage (one skill, either 2 part once for retreat once for reengage and attack or one with a slight delay in between)
Backsword and parrying dagger (trident dagger if it needs to look unique)
(single edged blade) (regular dagger with larger guard, trident dagger splits the sides of the blade for wider aria to catch weapons)
E - Counter - Triggers Stance and rushes to slash opponent dealing x damage on parry
Flamberge "Flame-bladed" Rapier and sword breaker
(waved blade design often associated with the Kris) (notched dagger for catching blades)
E - Grapple - Roots self and target for z seconds (very short) and Damages opponents weapon(flavor text, doesn't affect durability) reducing power by x for y seconds
Estoc (long-sword)
2 handed weapon
E - Impale - deal x damage ignoring y% physical resist % (% of %, more useful against heavy but would still technically do more damage to lighter, high % but weaker attack than other melee weapons to balance)
Passives
Cautious - x% chance to trigger "Defensive stance" on auto attack
Reflex - x% chance to trigger "Defensive stance" on hit
I tried to focus on what makes them unique and not overlap too much in daggers, spears and current swords, or anything else for that matter. any thoughts, comments, questions, concerns?

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