by Siegfried. Sun Sep 16, 2012 2:50 am
Probably do to the fact that you got a fast swing going with a bit of an unwieldy object. And I mean in the sense that it's larger and much harder to keep in control when compared to a shorter blade. Swing a chair around and see how easy it is, then do the same in a vacuum. I'll tell you now it's not the weight that makes them awkward, it's the size.
Swords are difficult to swing around at first, but it has less to do with their weight or size and more to do with their specific balance. To a beginner, a sword's balance feels strange and lopsided, but when you get used to it, you realise how said balance supports the weapon's intended technique.
Most sword strikes, especially with two-handed examples like longswords, greatswords and katanas, are very efficiently pathed and very tightly controlled. You don't use wide swings most of the time -- you strike directly towards the target with the type of cut angle you want and then draw the blade out into another guard, ward or stance. Certain cuts are wider than others, with horizontal cuts obviously being wider than diagonal ones, which are in turn wider than vertical ones. But given that you never strike to hit multiple targets, it's much more important for an attack to be tight and efficient.
Make no mistake: the sword styles of medieval Europe were just as developed and efficient as their East Asian counterparts. Arguably superior in some ways and arguably inferior in others, but essentially at the same level of sophistication.
Although totally unrealistic, Im fine with the system for the most part. Wouldnt expect dks to be too realistic anyways.
Frankly, I'm just happy that FromSoftware got the weapon designs right for the mundane stuff. I'm kind of sick of picking up weapons in RPGs claiming to be weapons of exceptional make that look like they belong in some dude's phony collection rather than in the hands of an actual warrior.
Last edited by Siegfried. on Sun Sep 16, 2012 2:54 am; edited 1 time in total