Finished Dark Souls: Disappointed with it's combat

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Athennesi

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Hi folks, so after hearing so much about DS, I finally caved in and gave it a shot( even though I prefer a more direct type of storytelling like in typical WRPG'S).
But seriously, I was pretty damn surprised with how many issues I've encountered.
Ok, I'll categorize here, from worst to least:
1. Camera
The worst I've personally come across in action/rpg ( barring unpatched NWN II). It lags behind every player movement, (especially in close quarters) it gets stuck on walls, it gets stuck on enemies ( typically when being chased or with bosses), it has no zoom out function and the FoV is too narrow when dealing with several opponents. In a way, it is similar to RE VI and how it tries to play as classical action horror and then switches to CoD in open field, while keeping the same camera...so you end up running in circles and janking it left and right to get a better view, and pray to gods you don't get killed in process. Even the basic movement simply feels unsatisfying with it.
2. Lock on
Directly affected by camera, but also glitchy on it's own. Randomly stops during targeting, causing the player to spin around and shoot in opposite direction. Ironically, sometimes I had opposite issues...it would get stuck on enemies, and would not unlock. Sometimes it would spin around and even target enemies through walls...specifically, on top of Sen's Fortress. Sometimes it targets enemies behind your target even if you're not aiming towards them. Plus because of too narrow camera view, it functions poorly especially with fast enemies( catacombs, ugh) moving around you as you completely loose control and it starts jumping from one to next. This makes archery, sorcery, piromancy, bombs... inprecise and frustrating at times. And melee is also very dependent on it as well, especially when it comes to backstabs.
3. Backstab and Parry
There is always a split of a second before animation starts that feels like experiencing bottleneck. Then the camera tries to catch up and it janks to the side, making entire transition feel incredibly clumsy( compare it to how it's done in Arkham games). The animation itself is pointlessly long and breaks the flow of combat...parry should be a quick slide of enemy's weapon followed by instant counterattack, without taking control from the player for too long. Both targets are immune to outside damage, which break immersion as enemies just keep slicing through air, when they're near. Then the target falls to the ground and becomes invulnerable until it gets up. Again completely pulls you out of combat...like a poor QTE sequence, without at least any visual appeal that comes with them.
Plus, against regular enemies player moves too quickly horizontally, as a result backstabs are far too easy and require little more than holding direction key opposite of enemy's attacks.
4. Archery...the weakest I've seen in years. Completely unsatisfying sounds, no "feel" of tension when drawing the string or piercing armor, no first person, plus enemies are slow and weak at dodging.
5. Magic...uninspired and borderline broken. 90% of it consists of recasting the same spell, over and over. Soul Arrow-Great Soul Arrow- Heavy Soul Arrow- Great Heavy Soul Arrow- Crystal Spear, etc, etc. No visual or audio appeal, not even remotely comparable next to almost any rpg out there. Hell, even Gothic has a far more interesting magic, fifteen years back. Plus, enemy AI radius is often too narrow and you just blast them from the distance, without anyone even reacting. Some sections( like Tomb of Giants) are cake walk as a result.
6. Enemy AI...At first they seem impressive, because of variety of movesets, however AI is very simple and easily exploitable. They easily fall from ledges. They rarely dynamically respond in combat, like when I'm clearly holding my shield, they try to blindly attack which leaves them staggered. Bosses are easily beaten with summons, which are conveniently resistant to their damage, while you just hit them from behind. Ranged attackers are particularly weak...without even repositioning and just mindlessly shooting in your direction, even when there is a wall blocking their way. At melee, even if you move out of their range, they keep attacking and just blindly swing at air. They attack through walls, etc, etc. The game, not once surprised me with a sense of enemies intelligently responding( like I've had with Exanima for instance)...they feel more like dolls, each limited with a few types of attacks and very predictable/or cheap sometimes encounter design( giving the world a gimmicky feel, like everything exists to kill you and is placed like they knew you were coming and from which direction).
Despite the variety of weapon play styles, it makes entire combat feel stiff and comes down to simple "leash'em" "strategy" and rigid memorization of attack patterns, without any sense of dynamic interaction between AI/physics.
7. Physics and "cheesy difficulty"...enemy attacks pass through walls, while player is stunlocked at the same( which makes close quarter encounters( which happens a LOT) and one boss fight in particular annoying). Enemies ( in most cases) are immune to friendly fire. Their arrows change direction and follow the player. They also track with melee attacks, which as a result of poorly synchronized movement animations gives appearance like they're standing on a spinning record.( even during jump attacks while in air). They jump from corners or are placed in illogical places( Twin archers in Londo). No weapon interaction( they just phase through one another), or anything even remotely comparable to Dark Messiah and similar games.
8. UI...too clumsy and without allowing instant access to weapons/abilities. As a result, hybrid classes feel very restrictive...you have to equip a catalyst/flame and then cast it, which is at best incredibly clumsy ( compare throwing bombs in Witcher next to DS) near suicide in close combat. This feels like a wasted opportunity...combat would be far more enjoyable and allow more creativity if you could quickly switch between them and combine them into unique playstyle..open with a greatsword, backstab with a dagger, then finish with a fireball. But UI/janky animations simply prevent that.
9. Hitboxes and visual inaccuracies
Two issues in particular stand out: Thrusting attacks sometimes not registering (on both sides) and enemy grappling attacks being much wider than they appear. Also game seems to have issues on occassion with poor synchronization of animations/models...I tested this with Painted world guardians in Londo: I'd turn my back, wait for them to attack, quickly sprint away just before it hits and Still get pulled into animation of being backstabbed. Or with Zweihander hitting targets, even when they're nowhere near when it actually hits( typically with fast targets). Often backstab would not even trigger, even when standing in perfect position. Some things don't make any sense or look silly...backstab with a club? Slicing with a mace?
10. "Fun" factor...this is subjective, but feels entirely lacking in DS. Where are the cool movesets like Chaos Slayer/Way of the Goddess from Severance? There are no interesting combos like in Bayonetta/Gaiden, no good choreography like in Arkham/Mordor/Witcher, no interaction with environment like in Messiah, no ecstatic music, abilities are plain and without any kind of visual appeal( compare to Dogma), no gore animations, no stamina rewarding mechanics( like precise blocking etc), animations feel stiff ( giving more a sense of controlling/fighting against a doll) and sounds are at best decent. Plus the endless repetition of dying and going through same encounters that always play exactly the same...video game labor.
11. Controls...not as terrible as some exaggerate , but for a game entirely oriented toward action: not good. Plus, there is a noticeable input lag, especially with jumping/dodging/rolling.
12. Boss fights... not bad, but disappointed in more than a few: Nito, Gwyndolin, Discharge, Butterfly, Seath, Capri demon, Hydra, etc... Majority are fairly standard with only a few exceptional ones.
13. Overrealiance on I-frames...which makes evasion feel counterintuitive and positioning far less important.

I could go on and on with more smaller issues, but this is the most of it. I wouldn't say it is a poor combat system as a whole... there is plenty of variety with enemies, weapons, playstyles, etc. But it also has very obvious issues in almost every fundamental aspect of gameplay, some of which to me are blatantly obvious.
Why is this praised ( by it's fan base at least) as top tier combat system?
 

DefunctTheory

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Well, for one, I can't recall having any of the camera, targeting, or hit box issues you seemed to have had. Not in DS1, anyway. I don't think I experienced any of your problems, except for maybe some of the balancing. The magic is a bit simplistic, but I stuck with pyromancy, and archery was a bit low impact, but that reflected the nature of archery in the game. It was just another tool for the most part, never intended for any sort of main combat role.

For two, while it's initial release was marked with a lot of praise for the combat, I don't think that's the current perception. The original Dark Souls is viewed as impressive more due to its story telling, ability to capture an atmosphere, world design, and pacing. It's combat is simply adequate.

Besides that, from some of your later remarks, I feel like this simply isn't the game for you. You seem to like faster paced, higher impact combat games. That's fine. Different strokes for different folks. Personally, I like the combat pacing in DS1, as it let you take your time and really soak up the atmosphere.
 

Saelune

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This sounds like you have a shitty PC and are playing a game not designed for your interests.
 

Glongpre

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slo said:
It was about time for someone to make a game where a great hulking slab of metal does not feel like a paper fan.[/s]
I believe that is a common misconception. Medieval weaponry isn't THAT heavy. It was just a design choice for the game to play into the combat pacing and strategy.
 

Redryhno

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Right there with you on the camera, it's the single worst part of pretty much every Souls game(more pronounced in 1 and Bloodborne I think, but still there).

And archery, yeah, it doesn't feel as impactful, because it's not supposed to be, at least not until you get the dragon greatbow, and even then it's not supposed to be all that viable, the game is geared around melee combat, which is partly why magic feels off as well.

The UI? Largely designed that way. You're supposed to have prepared for the fight before you go into it, it's designed in a way that you're supposed to be fighting and thinking ahead. It's part of why the thing you can do for max style points is parry someone, strip all your gear off, and then kill them in PvP is actually a thing.

And most of the other problems you're talking about really seem to just be running a PC version without DSFix. Nothing I can say here, the unfixed port is a piece of shit and From screwed up with it, but it was also their first port if I remember right that they only did because the outcry was that huge.

If you don't like it, no worries, but alot of your problems seem to stem from you not liking it or buying too much into the joke hype.
 

Dirty Hipsters

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You know, as I read through your complaints I found them all pretty much valid. I could argue against a couple, but in all I've experienced almost every problem you described, across multiple games.

But you know what?

I've still played through every single souls game (and Bloodborne) multiple times.

I'd say the souls games are a perfect example of something that is greater than the sum of its parts. The camera is shoddy, the combat isn't flashy or impressive, the story is confusing, and parts of the game balance are totally broken, yet for some reason it all comes together in an incredibly compelling way that pulls me in every time I pick it up.

The souls games aren't 10/10 games, they're plagued with problems, but I find them a lot more engaging than a lot of what does pass as a 10/10 game to a lot of people.

The combat is about overcoming the limitations of your character. The struggle with the camera makes the combat feel more hectic and prevents you from focusing on the fact that your character's moves are fairly boring and lackluster. The fact that the camera is bad at tracking enemies makes the enemies more dangerous even though their AI is fairly poor at times. Beating a room full of enemies feels genuinely satisfying because the combat is clearly not built around fighting multiple enemies at once.

The vagueness of the story makes you actually THINK about the story, makes you truly explore the world you're traversing, and forces you to look for clues in the world and enemy design that you would otherwise overlook in any other game.

These are what draws people (or at least me) into this game. The imperfections are what defines the series, what gives it character. It's definitely not for everyone.
 

Redryhno

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Dirty Hipsters said:
Beating a room full of enemies feels genuinely satisfying because the combat is clearly not built around fighting multiple enemies at once.
Going to disagree here, beating a room full of Hollow at any point will never feel rewarding, it feels like you just finished a gigantic chore, especially if three of them decide to do the "FUCK'HA'U" seizure spaz out attack.

Personally I just love how versatile the game lets you be and seeing how many limitations you can put on yourself and still make it through. Also it does Spear combat that isn't just aoe the fuck out of everything, and that's a rarity in games to have something other than swords and maybe an axe here and there.
 

sneakypenguin

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I kind of like it but it is broken. Stuff is either weak or OP as heck. AI is dumb the hitbox issues annoy me. Whenever I died it always felt cheap. PVP the dozen or so times I did it was sit there shield up then suddenly my character is in a backstab animation. I played the first game all the way to catacombs forgot a torch and said fk it I don't care to finish this game. Camera issues, NPCS that don't play by the rules you do animation issues, hitbox issues. Game had atmosphere but other than that it was very meh.
 

NeutralDrow

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Most of my complaints revolved around the (lack of) story, but yeah, I had problems with a lot of those, too. Not necessarily to the same extent, but since my second death was due to the camera zooming out and aiming up, leaving me to walk right off a cliff...

I actually liked archery a bit, because there is a first-person mode (but only for bows, not crossbows, which seems ass-backwards; had to wait for DSII for that to be fixed).

However, I'd also add the general obtuseness of the weapon/skill upgrades to the list of complaints. All told, I pretty much only finished the game because of its reputation for difficulty, refusing to let it beat me.
 

Sniper Team 4

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I've never had a constant problem with and of the Souls games' cameras. Yeah, there are a few parts or boss fights where it likes to wig out, but I have never found myself actively fighting the camera in any of the games. Nor have I ever had trouble with lock on, so I've never really understood these complaints.

The game does have issues, I agree, but reading the rest of the complaints, about archery, and magic, and lacking cool moves and combos...I'm just going to say that Dark Souls is not your type of game. You're looking for Ryu Hayabusa or Dumbledore in a game where their styles do not exist.
 

JohnnyDelRay

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Funny...it took me quite a while to dive into Dark Souls as well, especially after giving up at the cemetery at my first attempt and only picking it up again a year later.

Having finished it twice now, I can say that I felt the controls to be rather tight actually. Okay, maybe not as quick and twitchy response as Bayonetta/DMC games, but anything that takes time to is deliberate, like swinging a heavy sword, or dodging with lots of armor on. I always went towards quicker weapons and lighter armor though.

My problems with the game lie elsewhere. Firstly, it doesn't really explain the game mechanics worth a shit. I like how you discover moves, weapon characteristics and above all the story through playing the game. But the whole hollowed/humanity, weapon leveling and even magic skillstook way too long for me to get a handle on.

Also, the punishment for death and testing of patience is just not my cup of tea...I get a lot of arbitrary stress in my day job, man. Last thing I need is something that punishes me just for the sake of it, making me run distances and fight foes again and again just to get back to where I died. Ninja Gaiden was hard as shit, yeah, but at least you restart where you left off and not getting even worse in shit each time you fail.
 

Dalisclock

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Caramel Frappe said:
My biggest issue with Dark Souls 1 was the PvP concept. People fished for backstabs and it was automatically locked in once they did just that. Thank god in the two other games, it's much more difficult to pull off but in the first one? Easy picking and it made duels so utterly stupid with the cheese people tried doing with backstabs while wearing the Hornets Ring (made critical attacks do more damage). I love the game to death, and every game that came after it. I can't wait for Sony to let us have Bloodborne on the PC .................. *cries in a corner*
Yeah, I purposefully stay hollow 90% of the time just to avoid invasions(I pretty much only went human to stoke bonfires and summon solaire). I have no use for the PVP and kind of wish the series just had an option in the menu that turned them off.

I kind of like the co-op in concept but it rarely works in practice(though maybe the problem is I'm just now playing it for the first time. Maybe it was much more interesting and populated back when the game first released).
 

Wrex Brogan

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sounds like someone lost to GiantDad

Ehhh, Dark Souls isn't this perfectly flawless game. The PC port is a piece of shit, hitboxes are fucked up, the UI is pretty bad and the magic system is overly complex and rarely worth the extreme investments to make it viable compared to melee combat. It's a clunky, not-as-balanced-as-it-could-be mess of a game but... yeah, it's still fun, and the later entries in the series (and Bloodborne) ironed out many of the problems it had.

You compare it a lot to much faster, more actiony games, but it's... not like that? It's a different beast to the combo-focused-large-squad God of War type games like Bayonetta and Batman. It's slower, more methodical. I compare it more to a puzzle game than an action game, since enemy encounters honestly feel more like a puzzle than a fight scene - the puzzle just being 'how to optimally defeat all of these guys without dying'. Shit, given dying isn't even that major a loss (and is even a game mechanic, unlike most other games where it's just a game over screen) it becomes less of a 'FUCK' moment and more a 'well that didn't work, let's try rolling and backstabbing the swordsman first instead of the pikeman'. The high level of customization (well, ok, hybrid builds are hard to pull off at low soul levels) also helps it out since you can choose from a very wide range of options for how you're going to tackle various things.

...or you can just roll GiantDad and be done with it but hey, I won't judge someone for cheesing.

 

shrekfan246

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Wrex Brogan said:
hitboxes are fucked up
I keep seeing this complaint, but I've never actually seen it in the game?

Like, the only example I can think of would be where the OP complains about enemies being able to hit you through walls (typically only certain non-respawning enemies like the Titanite Demons will even have the reach for that, but okay), but that's exploitable by the player too if you have the right weapons. Otherwise, I've found the actual hitboxes for enemies and the player to be pretty damn precise in the first game. It's the second game that fucks everything up.

I've never seen a thrust go through an enemy and not register, and grapples are mostly messed up because sometimes enemies just suddenly pivot when the attack actually launches. (But then, I've also never really had the camera issues OP apparently did, either, and I've played the game for over 100 hours, which is quite a lot for me.)

Dirty Hipsters said:
The souls games aren't 10/10 games, they're plagued with problems, but I find them a lot more engaging than a lot of what does pass as a 10/10 game to a lot of people.
Ehh. Personally I think it's a bad misconception for people to have that a "10/10" has to be a "flawless" game or whatever. That's not how it should work, because nothing is ever going to be flawless so at that point you're never going to get a 10/10 and then what's the point in using a 10-point scale in the first place? 10/10 should just be an exemplar, something groundbreaking that shows the rest of the industry how it should be done and, well, transcends the mere collection of parts that make up its mechanics.

Anyway, yeah, OP, especially with the way you're comparing Dark Souls to other games, it sounds like it's not your cup of tea. And that's okay! It's not going to be for everyone! I get being disappointed, especially if you've found other things about it that make you want to like it, but it's a niche title that blew up in popularity pretty suddenly and surprisingly.

As for why other people like it so much? Well, I won't speak for anyone but myself, but the way you bring up how it's so "lacking" in comparison to action games like Bayonetta or Batman? That's why. Because in a world of bombast, high-octane action with loud, blasting music and endless monster closets, of highly-structured narratives that string you along exactly how they want with no other way, of games where everything needs to have complicated pseudo-fighting game controls with combos that you need to memorize and then rememorize once you've forgotten them after having not played the game for a year, where the punishment for failure is little more like a slight admonishment, and where every game feels the need to drip-feed patronizing tutorials to the player for ten hours, Dark Souls feels like it respects the player's desire to just play the game. Dark Souls sets you up with a large variety of weapons and armors, a very specific set of mechanics and enemies, tells you to figure them out and figure out the way you want to play, and then just get to it. It doesn't have complicated movesets or extremely smart AI because that's not what the game is about. That's not what the combat is about. It's completely about the slow, methodical pacing of drawing enemies and exploiting their patterns to smack them about when there's an opening. If the enemies in Dark Souls could utilize complex tactics, the game would be damn near impossible.

I like most of those other games you listed too, OP, but they're not Dark Souls. They don't do what Dark Souls sets out to do, which is create a dark and foreboding medieval fantasy world dripping with personality and atmosphere. It's not trying to be any of those other games. It's not trying to ape another franchise (unless you count FromSoft's own Demon's Souls, but they're commonly coupled together anyway) or build itself up off the bones designed by another company. It's not going to appeal to everyone, and I damn near always qualify recommending it to people by saying that you need to be able to adopt a very specific point-of-view to actually enjoy it.
 

Wrex Brogan

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shrekfan246 said:
Wrex Brogan said:
hitboxes are fucked up
I keep seeing this complaint, but I've never actually seen it in the game?

Like, the only example I can think of would be where the OP complains about enemies being able to hit you through walls (typically only certain non-respawning enemies like the Titanite Demons will even have the reach for that, but okay), but that's exploitable by the player too if you have the right weapons. Otherwise, I've found the actual hitboxes for enemies and the player to be pretty damn precise in the first game. It's the second game that fucks everything up.

I've never seen a thrust go through an enemy and not register, and grapples are mostly messed up because sometimes enemies just suddenly pivot when the attack actually launches. (But then, I've also never really had the camera issues OP apparently did, either, and I've played the game for over 100 hours, which is quite a lot for me.)
Ehhh, it isn't quite the largest complaint (and from what I've heard most of the problems with hitboxes got fixed in patches) but there have been a few moments of 'are you sure that hit me, game?' with some enemies. From my experience bosses like the Capra Demon, Bed of Chaos and Taurus Demon both had very awkward hitboxes and collision boxes (Bed of Chaos having something wrong with it? noooo), a few enemies with polearm/hammers have larger hitboxes than expected (i.e. take full damage from an attack even if you're nowhere near the head of the weapon) and a couple of the NPCs who could evade you were strangely slippery in comparison to player phantoms and how attacks would actually damage them. Granted, at the same time, the hitboxes on many enemies were so precise I was able to dive roll over/under attacks with minimal clearance (Yeah, fuck you Moonlight Butterfly, didn't expect that did you!) so... *shrug*.

...I was also playing on the PC without DSFix (what? I didn't know how it existed until after I beat Gwyn) so... that could also be why the Taurus Demon was able to kill me despite me standing directly behind him when he swung his hammer.
 

sXeth

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Disappointment is understandable, if you went in buying the overhype of OMGBestCombatEVer.

As others have said, most of those points are accurate, but they're also not unique to souls. Its just much more noticeable at the slower pace of Souls combat, and against the backdrop of the praise it gets for being fair and mechanically spot on.

Some of their problems (like magic variety) I think are also due to the inclusion of PvP and balancing around it. Most of your main methods of spicing up magic would either overpower a melee character, or just not work on human players at all without forcing their control away.

I've never understood the appeal of the Souls PvP myself anyways, its 90.8% of the time is just throwing your attack out and praying to the horrible netcode for your target to be where he appears and not lag-stabbing you in the back. And then another 9% of keeping up with the reddit or wherever to know what weapons are currently in the "meta" vs the other 50 odd that're garbage.
 

Athennesi

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Wrex Brogan said:
... I was also playing on the PC without DSFix (what? I didn't know how it existed until after I beat Gwyn) so... that could also be why the Taurus Demon was able to kill me despite me standing directly behind him when he swung his hammer.
His hammer does have a wide lateral arc that extends behind him. I've also gotten hit with DSfix if I was in its path. Funny thing is, at least for the one on the bridge in Undead Burg, he can fairly easily be baited into swinging near the edge of it and falling to his death. I remember once only needing one more hit to kill him and that happened. I lol'd.
 

The White Hunter

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The PC port is garbage, even with DSfix it runs like ass and is kind of messy.

It's a deeply flawed game, most of your points are valid and for those that enjoy it it's a case of the sum being greater than the parts. Camera is garbage, archery is a side trick for cheesing cheap bullshit like archers in anor londo, bleed is garbage is DS1, poison is also kinda meh, melee is the way to go by a long way, magic is a bit tedious, pyromancy is overpowered as hell, etc.

I had fun with it, but there's a lot of issues.

As for the combat; it ain't devil may cry, and honestly it's a bout as complex as Skyrim* (provided you jack up the difficulty of Skyrim to the point where blocking is a thing you might do).
 
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Glongpre said:
slo said:
It was about time for someone to make a game where a great hulking slab of metal does not feel like a paper fan.[/s]
I believe that is a common misconception. Medieval weaponry isn't THAT heavy. It was just a design choice for the game to play into the combat pacing and strategy.
The heaviest fighting swords that I know of weighed, about, eight pounds, and were around six feet long. An average longsword/hand-and-a-half sword/bastard sword (they're all the same thing) weighs about two and a half to three pounds. They are quite lite and very fast, search for HEMA on YouTube for examples.

On Topic: Dark Souls combat? It's alright...