I see only one possibility to add dual wielding in a "realistic" and "cool gameplay" way.
Like presented in the video above, dual wielding could be used in 2 ways:
- using the off-hand as a parrying weapon (dagger, main gauche, small sword with special hooks/guards)
- using the off-hand to attack (cant attack with the primary hand at the same time)
My little suggestion:
What could be done in cRPG about it, would be to add the parrying weapon off-hand functionality only (no option to attack with it). If you chamber someone while having a off-hand parrying weapon, the off-hand parrying weapon would boost the chamber weapon speed (as if you had parried the opponent's weapon with the off-hand). In exchange your primary 1-hand weapon would have the "unbalanced" tag, or reduced speed/damage (or both).
No need for animations (no blocking/attacking animations, just put off-hand model in off-hand position), balancing would be reducing primary weapon strength while adding chamber speed (someone could find another extra bonus the off-hand could give? its just a specific idea) and it would of course forbid the usage of a shield, reducing the survivability on the battlefield against missiles, just like Mr Lloyd said in the video.
Some 1 handers with no shields (the most difficult class in my mind) could choose to do this, and some 1 handers with shield could also use it in certain circumstances where a shield isnt useful.
I think those kind of ideas go hand in hand with nudges/counter-kick and some very very high-level combat trick one could use and would add a little more depth into the actual mechanisms of cRPG skilled fighters niche.