Hey!
I spend the evening yesterday to test these new weapons, and I got to the conclusion that I only see a few niche scenarios where a few of them they could be used over other weapons and sets. I'll go through them weapon by weapon and note why. Please post more feedback on them, I will use this thread to give them condesned fedback on all of these in our meeting next week.
Blackrose Two-hander:
While it's been stated that this is the favourite weapon for some of the devs, it is fairly weak. Not only is the radius quite small, it also is simply weaker than the master counterpart in every regard. With the master twohander, you get a shield, a bleed dot, can hit more enemies and do more damage against them. In PvP only a few classes use dizzying swing because they lack a good spammable alternative, and this weapon will not change this. In PvE, it is subpar due to all the reasons i listed above.
Blackrose Bow:
This one was interesting for me at first (combined with the range increase on scatter shot), but its functionality is again quite counterintuitive. Since the bleed dot is scaling with the damage it does, it does exactly the counterpart of what bleeds were designed to do: hit hard against high resistance enemies. This way, it does exactly the opposite: It kills enemies with low resistances fast from full range (since the damage of the initial hit is high against these), but doesn't do a lot against tanky enemies. It also increases the eficiency of the low risk high reward sniper playstye in pvp even more, since they can now snipe + scattershot you from full range and make sure their snipe hits you unguarded and have it apply a bleed dot on top of the poisoning. I see this being used, but not really in healthy way.
Blackrose Dual Wield:
The dual wield is quite bad. Yes, major protection is a potent buff, but three seconds is very short and will not save you from anything in pvp, since you have to actively use this skill. Blade cloak is an expensive skill, and basically spamming it every three seconds to keep the buff up drains your resources very very fast. In pve this weapon is obviously not gonna be used, since you'd be giving up quite a bit of damage for it and stamina has access to the aoe damage reduction through shuffle/elude now, which is more effective in terms of cost/benefit than blade cloak.
Blackrose Destruction staff:
I was excited when I saw this one, but the functionality completely kills it. Impulse is an aoe spammable for magicka classes. Well, spamming it with this weapon active will make the weapon do nothing. The first dot tick comes after three seconds, and then ticks every other three seconds for three ticks in total. Not only is that a bad dot design (since dots that hardly ever tick don't proc things, they are likely tobe cleansed before they do damage etc.), it also doesnt add up with any rotation in pve. EVERY magicka rotation is 8 seconds due tt elemental blockade, and performing the rotation will make you miss out on the last dot tick of this weapon if you plan on using it as an additional DoT. If this weapon generated ticks faster (one per second, or even multiple smaller ones) it would add a nice DoT to magicka classes that you can use to get more elemental damage in. The way it is now is underperforming and I don't see this being used, not even in trash mobs since, as pointed out before, you can NOT spam impulse and get damage from the DoTs.
Blackrose Restoration Staff:
I know it was designed for pve, but this weapon is not gonna be used in PvE. Master and Asylum Restoration Staff would outperform this basically anywhere, and even if they weren'T there, healers use olorime restos now. It is a PvP weapon for magicka classes that use healing ward as an emergency heal+shield, simple as that. I see this being used on builds, so this one is fine as it is.
Blackrose One-handed and Shield:
This one could be used on stamina builds in PvP (and one 4th Boss vHoF

), but again, I don't see it outperforming other setups. The reduced cost on shield charge is fine, but then limiting the next free skill to a one-hand and shield skill is very restrictive. It also forces you to slot shield charge AND another one-hand and shield ability, which many builds don't do, and will not do only for this weapon to work.
Update: I noticed that the additional bonuses are 2 piece bonuses, not 1 piece. So you can't even combine two of the 1 handed ones to get something out...
Cheers,
Masel