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Yeah I like doing that too, even if it's not nearly as effective (and doesn't work at all, actually). Knocking weapons away is simple as long as the AI doesn't actually do anything (AKA trying to attack you), as soon as they do their swing if you're in range you cannot block no matter what you do. I've found it's easier to dodge and to outrange, but I still enjoy trying to manipulate the AI's weapon so long as they aren't swinging it
Actually, that is when it is easiest, that is the point of a parry. You counter their action, with your own. Know the distance of your weapons and swing at the right angle and profit. Be it a hand cut, an arm cut, or an actual weapon connection/knock away, it is easier when the weapons are in motion.
I don't expect 100% success in a physics based game, but when it works, it is awesome to witness and it feels great. I watched my friend on discord play this by just swirling his mouse in a figure eight with 2 hatchets, that isn't fun to me lol.
If you've got a long sword and they're using a short axe sure, go ahead, but in most cases trying to parry just gets you domed in the head. The reason being enemies are aggressive when you're passive and defensive when you're aggressive, and their aggression is not something you can deal with by blocking until you get a proper shield and gauntlets. Your hands will get hit, your arms will take blunt damage and if they're using a polearm's shaft you will get knocked down which is usually a game over.
Actually the best way to counter spears is to go for the legs. Can't use their length if they can't stand, but I get ya. I do it my way, you do it yours =P. I prefer weapon connections, which does happen quite a bit when the AI is swinging amidst my own swing.
All in all Half-Sword is a very different experience. It's far more arcadey. That could change with time of course, and I really do hope that it does because it has massive potential with just what the game has rn. Imagine something like EFT or Dark and Darker with this system. Seems like a good fit, but MP could be hard to pull off with all the physics.
An idea I had was, in a similar manner to how fists close if enough force is behind the movement, your arms could kind of "buckle" (not really the right term, just the best thing I could think of right now) if you're not actively striking. You can still kind of maneuver the blade around without sacrificing the blocking mode, but sudden movements would go back into lenient-wristed striking mode. Not a perfect solution, but any blocking would be good blocking.