Hurp derp, historically no one wore samurai armor while using giant english two handed swords. Historically, people wearing plate armor didn't jump and spin a few times in the air before helicopter killing someone. Historically people wearing heavy armor would tire quickly from exertion. Historically no one could switch between long awkward weapons easily while moving, and they couldn't store those weapons in some kind of invisible compartment in their asses. Historically all our characters should be deseased, dieing of plagues and illnesses, and every cut should become infected and be amputated with non sterile tools leading to death. Hell, historically no one ever "respawned" after dieing. Historically, life wasn't a video game, and historically, someone with nine axes stuck in them wouldn't be running around swinging. They'd be history.
Historically, History arguments in video games are a pathetic last ditch attempt to say "I'm right" and feel smug. Back in the present, the changes to damage are not balanced, and have just made cut weapons useless, and armor very overpowered. Remember we are actually talking about a video game and not real life. I know some of you have trouble making the distinction, but our main concern should be overall balance, and not realism. Right now the only weapons that can kill people who aren't already next to death are the heaviest, most expensive, and slowest, and the only way to make them do damage is to take lots of powerthrow. Which is what the devs have been trying hard to prevent. This new damage system needs to be taken back to the drawing board. The changes are effecting a lot more then just throwing. If at any point money can overwhelm skill, then a problem is arising.
But all those points are redundant. Show that screen shot or comic to anyone, and they will laugh and say "that's ridiculous".