Two handers classes has been the meta since the patch 1.5.0. It wasnt always like that, it was a time when archers and thrown weapons dominate the matches, but that was before they nerfed the speed to aim and make it imposible to cover with your shield while the javelin is on thrown mode ( which is something i agree) But right now, doesnt matter if it is Skirmish, Captain, TDM or Siege, two handers class are everywhere and dominate the game.
You're forwarding this claim as self-evident but it's contentious--I still see shields as widespread in skirmish mode. I never play captain mode so I won't comment on that, mostly skirmish/TDM/siege for me. I use two-handers
primarily (though still using 1 handers and shields frequently) because it's more interesting gameplay in my view, directional blocking is one of the primary game mechanics you're essentially skipping with a shield; that makes them easier to use but again not really what I personally want to practice. If my team is losing I find myself more likely to grab a class with a shield so I have a better chance of not getting shot, better survivability. I also find that certain two-handed weapons are already so slow (menavlion: speed 78 or 74/71 for long/heavy variants) that I avoid them if I expect to be in 1v1s as opposed to team fights. You can get spammed repeatedly if you aren't extremely quick on the draw and even then it's risky versus someone who is facehugging you with a 1 hander.
So, beofre exposing my ideas about how rebalance this class, first lets take a moment to see this class (Sidenote: Some of this ideas could apply for weapons that are used by other classes like Ranger or Warrior)
Two handers class has:
-More health than anyone: 110. (except guards, 100)
The way you're phrasing this is misleading--it's obvious that armor advantages can easily outweigh a health advantage. Looking at health in isolation is a bad way to summarize survivability. Two handed classes have extremely weak shields if they have any just to close the distance, comparing Menavlion Infantry to Legionary it's obvious that the former at 110 HP and (a max of) 16 armor is more vulnerable than the class with 100 HP, a (maximum of) 50 armor and a shield with 140 or 220 durability. If my only goal was to tank hits it's obvious that Voulgier's 110 HP 12 or 21 armor depending on perks is more vulnerable than the sergeant with 100 HP, up to 46 armor, and a shield with as much as 225 durability.
-Faster than anyone in their faction. (Except aserai, they are equals to skirmish class)
Brigand/berserker are 81/82--I don't see why Sturgia's heavy inf (Varyag: 77) should be as fast as units which are drastically more vulnerable to any sort of damage than it is. Varyag has 48 armor, 10 or 6 for Brigand/Berserker, makes sense the units which are basically naked are marginally faster.
This is a similar pattern for other factions. What should be most notable here is that even the slowest units are not so slow that they can't catch the fastest units when backpedalling. If a sharpshooter is chasing me with a 1 hander and I'm backpedalling as berserker, it's not the case that my backpedalling is faster than their forward movement. This would be a really serious problem if the speed differences were that great between any two classes, since the faster class (if it had or could get a reach advantage) would be untouchable. This isn't the case for the current game as would be obvious to anyone who has tried backpedalling with a menavlion. This isn't a big deal and it seems reasonable that the classes wearing 10 times as much armor are going to be a bit slower, this just means that heavy infantry can't successfully run away from people with almost no armor over very long distances. You can still run away, it just means you'll eventually get caught if the guy chasing you is naked and you're wearing as much armor as anyone can wear.
-Deadliest weapons. (They deals a lot of damage with each hit, move faster than one handers and great length)
If they didn't do more damage nobody would use them, because they're almost always slower (you're mostly wrong about that part). If you're dealing with the major disadvantage of not having a shield, or having a very weak one only which breaks after 1 pilum, and you have to actually think about blocking (unlike people with shields), I think it's only fair that your weapon hits harder. Let's point to the elephant in the room here which is that having to block feints is infinitely easier with a shield than it is with a two hander and your ability to just survive for several seconds in a team fight if you get cornered is much greater without having to
actively block, and you obviously are much better able to press against ranged classes with a shield.
Speed: the fastest two handers (e.g. two handed swords for Aserai/Vlandia) are not faster than most one-handed swords (excepting the fastest one of all, the falx at speed 100) and they sacrifice an enormous amount of damage to be the faster weapon choice of the specific class. Specifically, you lose 51 damage (153 vs 102) if you bring the two-handed sword (93 speed) instead of the bardiche (86 speed) as the Aserai guard. The Voulgier's slower weapon with 127 damage has 86 speed (Voulge) the faster 2-handed sword has 93 speed, 96 damage. Comparatively, one handers: legionary sword is 94 speed/64 damage, Heavy Ild for Khuzaits is 93 speed/73 damage, Kaskara for Skirmisher is 93 speed/68 damage, Imperial heavy axe is 98 speed/85 damage, Western mace is 96 speed/46 damage. There is only one two hander, the falx, which is faster than any of these, and you give up a big reach/damage advantage by taking it instead of the Rhomphaia.
-A shield by default. (It has 20 hp, but it already protect them from 1 hit/javelin and 2 arrows. This, plus their speed, make the archers/javelins completely useless to counter them)
Archers routinely will shoot into the sides of classes with extraordinarily durable shields during teamfights in Skirmish, where this presents a risk of teamkilling, and are not useless to counter that form of heavy infantry. The idea that they're then useless against two handers because they now have a flimsy shield is an exaggeration.
-Low prices. (120 gold is cheap to this unit is capable to do on the battlefield)
Also easily killed by throwing weapons, cav or archers since you have low survivability.
-Crushthrought. ( A broken feature, with more RNG than Skill to use)
Totally agreed, if it's not 100% removed it should only apply to a maul or hammer and it should be slow. It's pretty anti-competitive.
-A ton variety of perks, some of them completely broken. (Thrown weapons like franceskas or pilas make them more lethals)
If for example franceskas are broken for Voulgiers they're obviously more broken for Sergeants who have a much more protective shield to hide behind when throwing them.
Obviously some of these feature were implemented to balance the game (shields to counter archers when they were the meta) or by class design (To break shields or eliminate cavalry efficiently) but each of this classes has suffer a nerf that make them unable to counter two handers.
I don't find myself unable to kill 2 handers when playing ranged or heavy inf with shield.
-Lower swing speed and handling for two hands weapons. With this change i hope to make these weapons heavier, less spammeable and to avoid abusing feints, keeping its damage. Aside, two handers sword would not need this change.
"Abusing feints?" Most one handed weapons are faster so obviously they should be more able to abuse feints as soon as they close the distance which shouldn't be that hard to do since they have a shield which blocks all directions simultaneously without any special input from the user. Rhetorical question: are feints harder to deal with if you have a shield or if you don't?
The only two handers which are competitive in speed with one handers are the fastest (and weakest hitting) two handers; specifically these are the swords (including falx)--I guess the highland spiked mace is surprisingly fast at 92. The other two handers: bardiche, voulge, glaive, menavlion, maul, rhomphaia, are all significantly slower than one handed weapons and below 90 in speed.
If you want to make them significantly slower, what's going to happen is that they're all going to wind up being like menavlion, namely, almost unusable against players who are just swinging as fast as they can with one handers.
If someone is completely unable to hit back at people using handers against him when he has a one-handed sword and shield, he's not playing well enough to evaluate balance. I am not sure if you are experiencing that issue, but if you are, it's not a problem with the class.