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For me the Flail is one of the most useful weapons in T2. Maybe not as a weapon to start with.
But later in the game you can get rid of some mob very easily. Because of its range you can hit enemies behind walls - beside, above, beneath you - they can't see you and so can't strike back.
The flail might reduce the speed of your run because it could take some time to kill an enemy that way but it's very safe to do it that way.
As a general, broad issue for all weapons:
More specific thoughts:
Flail
Make chain length actually try and line up with enemy distance, rather than being at a fixed maximum. It can feel frustrating at times currently (v0.2.1), especially when enemies are too close to you:
Katana
The Katana was dubbed the "suicide blade" in Tallowmere 1 for good reason.
Things I'd like to explore for Tallowmere 2:
Base damage increase is probably likely to be "permanent" in an upcoming gameplay version, but the rest, I think item modifiers, blessings, and buffs will probably be utilised to mix things up. I don't want every weapon to feel like a generic stat stick; really want to explore letting RNG dictate if a weapon is a good roll for your playstyle or not, rather than relying on numbers all the time.
Getting stunned while going crazy with the Katana is also not fun, but I think that's part of the challenge. Some anti-stun modifiers should help ease the pain – or keep your shield at the ready. Or use a different weapon if the room looks too ugly
Scythe
I would say the Scythe feels... awkward at the moment. The momentum to glide to your enemy feels off once you're in range to sink the blade into your target. Needs some juice. Also room for damage multipliers depending on initial distance. Some sort of "frenzy" modifier to deal more damage the more you swing might also be fun.
Oh hell yeah that would make it awesome!
Super-handy and safe weapon once you've got the hang of it.
I miss the dagger, too.
I do miss the dagger, she was my best girl. But it was objectively pretty broken, let's not pretend otherwise.
Regarding the topic of the thread, the katana is high-risk, and the scythe is just a fast melee weapon, essentially. I find a boomerang at close range outclasses it in every way. As others have said, the flail is extremely useful, maybe more so than magic orbs.