This is one of the strangest problems in the game’s balance. It’s been danced around for years, it’s been patched with random big TDMs for 2H weapons, Savagery and Fire Strike transmutors, specific big %WD bonuses for WPS on 2H items, specific big WD% numbers in 2H granted WPS (Shadowflame Mantle, Sigil of the Infinites), inflated bullet count for ranged (3 bullets for Chilling Rounds, 2 bullets for Pyroclasm, 8 bullets for Storm Spread, 6 bullets for Jaxxon).
Every new patch - another new crutch. All because dual wielding weapons gives you double benefits from all global flat numbers to all skills that use both hands. So every 2H build needs a little smth to compensate for using only 1 hand. It’s similar to only one component for 2H weapons problem, but at much larger scale.
Maybe at the dawn of the Grim this idea worked: you get much larger 2H base, but benefit once from global flat, and it somewhat evens out.
But since then the game has evolved and powercrept dramatically. Now your weapon bases are no longer the overwhelming sources of flat. And since flat is the main source of scaling for all WD% based abilities, it’s just much more fun to use DW builds, the progression is much more satisfying.
With the new Berserker and its Onslaught DAR addition, with powercrept numbers, we yet again see a million of DW builds and like three competitive 2H builds that only work because of the “crutch” mods they have.
This problem, as old as the game itself, will keep popping up and requiring new batch of crutches. But will forever limit the gear you want to use for DW or 2H and leave gaps between progression enjoyment.
Is there a way we can find a radical solution for it in 2k26? The FS, Savagery transmutors and occasional Cadence TDM mods kinda hint the solution: every WD% based attack with 2H needs an inherent 15-20% TDM. After that you can start removing those crutches, and the global balance should become much easier.