Thanks for replying both
@Hans 77 and
@darksoulshin
Well I wouldn't label you or others anti-crush-through enthusiasts
@Hans 77 . Crush-through we know isn't impossible from happening, but I get it why they're not desired in this game all the time, as well as some other things are not. A chance for a stun-lock, that's great. I just thought when I looked at it, that it make little to no sense because the initial problem IMO is the general movement in this game. Which was overlooked all this time with all the swing speed nerf/buff, encumbrance, weapon damage nerf/buff, shield durability, kick stun locks, crush-through or not debates... Darksoulshin points this out, and IMO it's one good example, he has a good idea for one way towards a solution.
Back to expand on my post, this pugio is more of a dagger than a sword. One would not be confident in swinging such a small weapon as there is not much weight in it such as in swords, but would rather look at using the pierce attacks from up close. The pugio damage should be maximum for pierce attacks and less for swing attacks. Unless there is a successful attack with the tip of the pugio at an unarmored part of the body. That should hurt a lot. So with me being left with only a pugio, I should be able to move around the 2H axe opponent more lightly. Trying to rush close to him, so that he can't make swings with his long weapon at me properly, while I'm attempting to land stabs and pierce attacks on him. Even one good stab could be enough to take him down for good realistically but possibly this is also not desired in the game. Additionally, how about an option to use the X key not to throw, but to inverse the hand grip on a dagger weapon the pugio is? This way with inverted grip, you're making more powerful pierce attacks from three directions now - left, overhead and right. The drawback should be that it would be tough or impossible to block/parry attacks at you, so you'd have to be constantly on the move and changing the grips often. Could be a good skill check to fight like this.
The other thing connected to this, and any other close encounters for that matter which should be looked at, is finally nullifying or decreasing dramatically the damage done by wooden weapon handles instead of bladed parts which still works and makes it so forgiving for the attacker. I'd be literally in their face as they hit me, or the other way around, it works the same. This is primarily for 2H - polearms, axes and maces. There is probably something wrong happening with weapon hitboxes and damage cones and/or player hitboxes. It should be nothing or light blunt damage at best. One more thing is that 2H axes and maces for example don't have the ability to make a forward blunt attack (or what is pierce for swords). This could be useful in close combat such as the above mentioned for example. I understand for 1H axe or mace but for 2H should be there, instead of just relying on a locked-in animation kick/bash which is limited.
But this is all more in reality, and the question is what can be achieved and how the gameplay can be fixed, improved and expanded dev-wise in an online fast-paced melee combat game, especially in this phase of development.