I know there are issues right now that are more pressing than the balance of the Plasma Sword, but nobody seems to talk about it, leading me to think that not many people share my opinion that PS is currently overtuned, does not promote skillful play and is frustrating to play against. Note that what I am going to say only applies to touch down, I have no experience playing Sword Only therefore it only applies to unlimited, and it only applies to games with a low player count (4v4 or lower).
-Very high server latency cause$ hits to be harder to dodge, but the tradeoff is that it has become hard to predict where an enemy player will land when you knock them back. The stun does not have that setback, and thus only benefits from server latency, where other moves have now become unreliable.
-Chips and enchants have significantly increased the average health pool and stamina pool. As a result, rushers now expect to be able to sustain a few melee hits and be able to air recover if pushed away as well as evade if they are hit. But if you get stunned once, it's over.
-It goes without saying, but stun is, and has always been a frustrating move to get hit by. The intense hate that was directed toward it during the early days of S4 was not due to it being particularly OP, because it wasn't, but having the game take away control from you and have you watch yourself die is always going to be frustrating.
-The consequence is that most PS users are defaulting to stun every time they have to defend and don't really have a reason to get good at using light/strong cuts, and that means passing up on most of the weapon's depth.
-Spamming dashes was one of the marks of a beginner for a long time in S4. I have no clue why the devs decided to actually buff that move but here we are. What they did, a while back, that many players haven't even noticed, is that they increased the potency of the stagger effect that it inflicts (for lack of a better terminology). Basically, before the buff happened, it was possible to just dodge for the normal amount of SP after getting hit by a dash, and you could also cancel your dodge directly after getting hit to puni$h it with a revolver hit, a dagger stab, a bat JA and such. Now however, you have to expand extra-SP to get out of the stagger animation, and you cannot cancel it halfway through. I think there is a way to get around it (see Fazoodle's post on the different types of evade),but the window you get to perform that trick and punish the dasher is extremely small and latency does not help with precise timings. Anyway, now spamming dashes when you're out of bullets actually works a certain percentage of the time, and it's just sad.
-More importantly, latency helps PS users the most when it comes to scoring. The fact that they get knocked back with a certain delay means that very often, the dash they initiate after getting hit on the defender's screen is going to go through, either partially or completely, leading to them often scoring and only then getting pushed away from the goal, as if by a vengeful ghost of some kind, or escaping getting pushed out of the map into the bottomless abyss.
-Also, it used t be that you could not dash carelessly into the goal against a revolver player since they had the ability to make you miss your dash if they hit you at the right timing, but it doesn't seem to happen very often anymore, although I can't tell if it is because of the Rev/Shotty/HG/Dual nerfs or because of server latency.
Anyway, it's kind of an unconventional opinion so I'm interested to see if anyone has anything to say.