What I've noticed since the animation changes is that, it's now a hell of a lot harder to chamber polearm swings compared to the other weapons.
I'm one of those fighters who tries to chamber pretty much everything. This usually means when I opponent holds, I'm going to have to quickly react and block. Being an inverse attacker, there is a delay as I move the mouse in the other direction and block. With 2h and 1h, I can in most cases get the block in place, with polearms it's the opposite, with most cases resulting in me taking damage.
More along the same lines, I've seen duelists do exceedingly well with simple holds and spam (it's a valid tactic) with polearms. Yet in order to do just aswell with a 2h (of the same speed), you would need to feint and or chamber also.
I've always found polearm animations to be on the snappier side, even before the animation changes (which were needed). I just feel they were made a little too snappy.
From a 2h point of view, I see that polearms have great diversity, with many possible playstyles. Being able to switch between a supporting polearm and more solo based weapon on the fly. (Not forgetting lances and pikes)
And with the animation change, the 4d polearms are every bit of the 2h equivalent. They tend to be longer on the swings, 'feel' faster comparing similar weapon speeds and tend to be higher in dmg.
I guess to me, it's like when the 2h stab was changed to a shorter animation. Lots of build up time, but almost instant release -> extension.
Ultimately decided to be OP and reverted. (Rightly so)
In terms of what I'd like to see:
-A smoother progression for polearm swings
-polearm speed boost if required
When I get back from dinner I'll make some examples.
Did you make the animation timing changes in the module or Brf?