Another thing I have noticed is as a weapon class, Two-handed melee is extremely inconsistent.
There is no meaningful distinction between a 2H weapons and Colossal weapons, but for some reason 2H axes cost 18 stamina per attack, and 2H swords cost 20.
2H Axes deal 26 stagger damage and 2H swords deal 22.
Every weapon in my boxes of inventory generates 10 focus per attack which means 1H/offhand builds will always and forever be focus-spewing machines. 2H melee is left in the dust with half the gems and enchants AND limited focus generation.
Looking at Elden Ring which achieves a fairly high degree of balance and consistency between weapons in the same class…the meaningful differences come down to fractions of a meter of range, and fractions of a second on swing speed. Attack moveset utility is an arguable point (wide aoe swings are only an advantage where mob density is high, and the player can choose how they intend to engage in most situations) but even then it seems enough variety is offered to present a pleasing palette of options (whose decisions are meaningful) but maintain enough consistency between themselves that no one choice is inherently under-performing in every occasion.
NRftW on the other hand, has a massive spectrum of 2H weapon attack animations and attack speeds in the same class, some of which are clearly duds and underwhelming, and some of which combine movement with speed such that they completely monopolize the combat efficacy space. When considering a build you don’t have the variety of weapons the game presents you with - you have 3 or so in each category that completely demolish the others.
I personally like the variety of weapon movesets - it is very creatively inspired and feels interesting…until you start to see the numbers for what they are. Corpse Smeared Blade will always lag behind every other 2H sword in damage because it has the slowest swing speed. Its slow swing speed is not offset by damage, focus generation, or stamina usage, it is just an objectively inferior evolutionary dead end. It could be super interesting and fun to play with, but as it is…its junk.
I really hope no one at Moon Studios has thought that the only thing left to be done for 2H melee is figure out gem/enchant balancing. That is the icing on the cake. The cake is…a pile of batter right now. Until you figure out a cohesive balance between weapon reach, focus generation, movement in attack animation, damage, and attack speed…2H melee will remain conceptual (and ignorable) at best, or a source of constant irritation and disappointment.