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I'd say they're a little better than colossal weapons (not colossal swords, to be clear) in PvP, so not great but you can still win a decent amount if you're good. But they can't compete well with the meta. For what it's worth, I usually see them with wild strikes or one of the roar ashes that change your R2 chain, they're kinda good that way if you know what you're doing.
Doesn't really matter for PvE, everything works fine there if you know your timing. I very much enjoy jiggling the flail and amusing myself with the flail physics, so there's that too.
So yeah, not great, but not complete trash either. They're tricky to figure out.
I really hope we get a colossal flail in the DLC. I still feel cheated by the chainlink flail.
First of all, there is not a single enemy in the game, mob or boss, that has significant resistance to strike. What can be an average of 40 for other basic attacks is a maximum of 20 here, usually 0 or even -10/20.
Then a flail triggered with spinning chain on the horse is a damn drill that drills into the opponent, staggers him at the latest with the last strong blow of the attack, and blows up everything else on the weapon like bleeding and everything that is upgraded with arcane. This drill effect is terrifying.
And not to forget, there are only five flails - so you can save material for upgrading and don't have to try a thousand things. three normal, two for dex, one for str. then 2 magic ones, where family heads and bastard stars don't take anything away from each other in their niches and might even be PVP suitable, although flails are basically too slow with too low range for pvp, i think.
As a PVE weapon, one-handed flails are extremely good, you get the first one very early in the game that can last a long time if you are willing to go to 18 dex immediately to stay one-handed.
I use the Urumi whip in PVP all the time and have a pretty high win rate. You just have to be patient and look for the right window to attack.