2hand stab isn't hard to use (or counter), and I don't think its TOO bad with the turning nerf. Its the best range control/sudden surprise attack you have against someone who is right in front of you. It is also ideal for harassing cavalry away from you or getting killing blows on the horse or rider. When closer up and surrounded by teammates, the stab was and still is pretty useless on most 2 handers because it will always glance without the room (and now the capability) to lolstab it in. I could still lol it around teammate's shoulders though at a backpedaler and get hits in, its harder to do this but not impossible with good aim.
With the turning radius nerf, any valid problems people had with the animation pretty much have to cease now, or else I can just consider them bad at the game. Any thrust attack can be juked, set up for 2 different chamber directions, or simply downblocked. I do not want to see 2handers get a polearm animation, as that is removing diversity from the mod, and the weapon class has that capability already in halfswording (which should use 2hand wpf god damn) and should be left at that.
What was great was the 2hand (or long 1hander/polearm) overhead filled the role of a close distance, non teamwounding groupfight attack perfectly. With skill and patience to adapt you can certainly land overheads on any weapon type when in a duel, but landing dem overheads on the silly fast zerging dude who gets sucked into a pocket of teammates or anything above a 2 vs 2 or something is a lot more difficult and what used to be skilled, fast paced effective teamwork/synergy thing is more of a bumbling clusterfuck of teamwounding half the time : \