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If you want the needler to be easier, think of the needler like the needler from the halo series. After the amount of needles in an enemy hit a threshold the enemy explodes largely and takes big damage, but if only a few hit the shots just explode by themselves and just do a little damage. Shots that hit the terrain also go off eventually by themselves on a timer but standing on them I believe can still cause a tiny bit of chip damage. So, possibly a debuff that you can stack each time the needler sticks then if it hits a too high of an amount make the enemy explode in a moderate area, then reset the buff until you stack enough shots on them again and they explode again etc. :D
Also, another idea:
Can you make a broad sword that has a special parry ability like the magnorbs that you can hold down and rapidly drain energy with that can take an endless amount of damage and instead of breaking it stores the damage your take during the parry.
Then when the parry ends, depending on how much damage you stored up when you next do the first swing of the attack (over head two handed swing) it causes an elemental burst of multiple particles based on how much damage was stored by the sword and deals extra damage. (so based on element, a wall of flame, a burst of ice particles, poison clouds, lightning streaks streaks etc)
For example, you block, and block something like one of Asra's dash attacks or ball dashes, you store the damage each time, then say it dealt 50 damage, your next swing releases 10 particles (5 damage per extra particle on swing).
Hence it's a sword that promotes counter player and strategic blocking of powerful boss attacks instead of dodging them so that you can get the big particle damage and release it back. :D
shurikens, but they behave like boomerangs in that they come back to you they may or may not have a special epending on whether or not they were 1 or 2 handed