The video you linked is one I’ve seen and nothing in it really resembles the application appearance of the real Montante or Zweihander as portrayed in this game. You can’t cleave through a man with it. The diagonal are to clear space so one doesn’t become overwhelmed, you physically cannot cleave a man in twain with this weapon or deliver killing strikes to multiple opponents. That’s because in real life people would back up instead of charging directly into your swings. Furthermore, single opponent thrusts and dueling actions would still be utilized once space is cleared. Not necessarily deep cuts either, just a thrust or cut strong enough and precise enough to kill the opponent or disable them as quickly as possible.
I don’t need sweaty to link me youtube videos for a fantasy game with medieval combat and weapons that are so unrealistic they’d make any novice HEMA martial artist cringe. I see people constantly do this to try and lend credibility to their position. There’s no point in doing that when the game is so far removed from reality. It’s ridiculous to even consider using that as a way to defend the state of the weapon. Occasionally, I like to learn about medieval history, manuscripts, art, technology and literature in my free time. I also like to learn about European medieval folklore, and mythology. The combat in this game is pure fantasy and there’s almost no value in analyzing the realism of the combat or making an argument based on how realistic it is or not.
That said Warhammer is a franchise like many other’s which has art and style that is derived and inspired by real historical figures, events, and locations, often from different periods and cultures mixed together. It is a strength to draw upon real historical art, folklore, and mythology. It adds layers of complexity and detail to the game to use real life historical as a basis. However, realism is only important insofar as it adds value to the art. This is a silly violent adult fantasy horde game. It’s not a medieval weapon simulator. As far as I’m concerned, they actually could try to use animation and movements that do look and feel closer to the real use of the weapon just to add a bit more authenticity, but that hasn’t detracted from the game and it’s not a highly requested feature.
So, adding moves and interesting combinations of them for movesets isn’t going to hurt the game and trust me, it won’t be an issue for your sense of realism based on what you sent me.
Perhaps my idea won’t work. I’m not too concerned with overanalyzing what I’ve suggested. With some creativity and balance nerds, I’m sure someone else could come up with something better.
I simply won’t be swayed that one couldn’t touch the greatsword to make utilize a more dynamic moveset that requires more practice and skill to use and is more fun and satisfying. The crux of most people’s issue with the weapon is either that they’re Champion or Legend without much utility for the weapon or understanding of how to use dodges and position, so they erroneously assume it’s weak.
The rest is subjective. You like it and think it’s not boring at all. People are somewhat divided on this but from the majority of players I’ve encountered and even surveyed on this forum, people want it changed to be more fun to use.
I don’t think so. I think there’s just a few that are similarly boring like the Greatsword. I would say Greathammer is only marginally more interesting to use because the light attacks are neat for occasional massive single target damage, but it’s also a boring weapon. Bardin’s Pickaxe is a bit more unique, but it’s awkward and it feels underwhelming.
Really besides those three, I find every other weapon in this game intersting. There are just a handful that are either overpowered or underpowered, and really in spite of the balance issues brought about by the balance pass, most things have been improving.
If Fatshark doesn’t change people’s beloved Greatsword or any original weapons, to add dynamic movesets that require knowing combos, I couldn’t blame them. Still, it’s a shame to me that this weapon remains in such a bland state.
I’m aware of how to play the game. I got 3000 hours. I just don’t jot down every detail and nuance of how the weapons can be used in this game. My point remains though. Having a weapon with a moveset that’s bland just to make players think about dodging doesn’t make sense to me.
A subtle difference, sadly too subtle and unintersting for me to care or to make the weapon feel fun to use. It’s funny having up to 60% bonus attack speed on Merc with the extra 75% cleave and clearing everything in front of you with comically sped up looking swings, but that’s the only way I really enjoy it and it gets old fast.
I’d say that Saltzpyre’s Greathammer, while being possibly OP or maybe it’s just that Warrior Priest is OP, it’s a good example of a weapon that has a dynamic moveset. It’s good vs. both target and hordes, with the only weaknesses being the dodge and sluggish moves. A skillful player can use a good sense of timing and positioning to avoid these weaknesses. Unlike the Greatsword, it has a unique moveset to master to get the most out of the weapon for use against crowds or single target.
It’d be nice if the regular Greathammer was more like that, and perhaps something similar for the Greatsword too. All it needs to satisfy me is something to make it so that the moveset is more dynamic and interesting visually and in practice. The weapon has a pommel and a point, a second grip, and half-swording is a thing. If any of those elements of the weapon were utilized in this game to allow the player to string together different moves, that would be fun. The weapon special key also exists and I think almost every weapon could benefit from having some use for that key, even if it’s just a fun punch like with the Greathammer or a pommel strike with the Greatsword.
My idea for a moveset might not work precisely as I have it. I’m just putting ideas out there, and even if it’s not perfect, it would be more interesting and feel more fun to use. You might enjoy it as is, but hopefully it wouldn’t bother you if a well balanced dynamic moveset was added.