Yeah something should be done.Give +10 speed to all 2h swords,also +15 damage.And thrust should always kill with one hit.All players with 2h sword should have mental shield that will protect them from ranged.I know,thats not enough and 2h swords will be useless anyway,but 2h users are the most skilled players in crpg,I think they will like such challenge.
I also think 2h swords are best still, at least it's what I get most kills with. I don't do as good with pole, and much worse with anything else. Sure, pole has the stun, but 2h bounces less in tight situations.
However, I think if thrown, shields and armor were buffed, the playing field would level out.
Thrown weapons were simply overnerfed. Buff them a little, so that they are about in the middle of where they were before and where they are now.
There is still not enough variation in shields. Buff some of the currently subpar shields, so that we see more shield variation on the battlefield. Also buff shield heirlooming a little.
The problem with current armor is that glances are dependent on potential damage. This is a flaw in the model, as effectiveness against armor does not directly correlate with effectiveness against the human body. A cutting weapon like a sword should bounce off plate armor more frequently than a hammer or an axe. Additionally, I think that high level armor is not effective enough. A full plate set costs more than twice as much as a full mail set, but allows the user to take only 1 hit more, if at all, while severely reducing WPF.
In general, I think the game suffers a bit from the quick leveling. Some weapons are almost obsolete, as you use them maybe for 1h before you move on to a better one. A (not necessarily good) idea to change that might be to calculate a character potential based on equipment cost, then introduce exp bonus for kills and scale it using the character potential of both the victim and the killer. This would result in getting more exp when using cheap weapons.