reason: while visual clarity in combat is important, there are times where the animation and graphical fidelity of an action is so important to the theme and feel of the class/weapon in combat that clarity sacrifices should be made to preserve that feeling. katana is swift and lightning among the wind. fearless attitude is not a parry, it is not blocking with your weapon, it is the aftershock, sonic boom, whiplash, kinetic energy caused by the sheer speed of your last attack, being used to deflect the incoming attack through the power of wind. it needs to keep its current animation, the shield never made sense, it is not a shield, it is an evasion tactic. in terms of gameplay, gamefeel, and aesthetic identity of the katana, while in game mechanic terms it is a parry, in reality the feeling is like turning aside the enemy's attack through the ECHO of your own strike. it is perfect the way it is. it should not be changed.
why: when the mastery of this skill comes down to timing and muscle memory much moreso than visual tracking, aesthetics should be preserved over gameplay functionality. at the very least, you should offer a toggle for this. this is a great and huge disappointment to many braver mains AND braver tourists (like myself). please reconsider.