The dagger combo is sluggish, deals little damage, and can’t be dodge roll cancelled, and yet it’s still more fun. The fact that a stiff breeze knocks you off your feet should be enough of a message to keep me in the backlines as ranged support, but ‘dagger go brr’ and all that.
There are two problems with this design philosophy: the first is that pellets are limited so it’s easy to get ‘Elixir syndrome’ and save the good ones so long that you forget about them, and the second is that the dagger and dodge roll are just more fun to use. With different pellets, you can inflict elemental damage, cause status ailments, and even buff and heal your monsters. A big focus of the game is the slingshot you get at the start and all the different pellets you can find and craft, serving as your spells. You have very little control over your monster pals other than triggering ultimate attacks or asking them to advance or retreat (which barely ever works, honestly), and it seems that you’re expected to play a support role in battle.