Something I will just add as perspective on this.
I was listening to a video a while back talking about how as years go by, and graphics improve, it has not necessarily led to an increase in immersion or emotional response to video games.
It was discussed that games and the graphics and characters themselves are not really the “things” they are merely a representation of that thing. So this is why people can get such fulfilment from things like Runescape Classic, or even 100% Text based games, or things like D&D. Is not because they have amazing AAA graphics, but the “things” you are interacting with are mere representations of an imaginary “thing”.
In the same way, I think games should focus more on that philosophy. The INTENT of the action and that being represented graphically in the game world.
Put another way. If I am close to a person, and my intent is to basic attack them. Unless I am WAY off in my judgement of space, my intent should be visually represented. To translate this to New World, things like basic/light attack tracking should err on the side of being too generous, than too stingy. It NEVER feels good when I am 3 or 4 meters from someone, intend to basic attack, click the button and have that person barely step outside of the range. I would argue almost nothing feels worse in a video game than this. Obviously if the person is 6 meters, or 8 meters away, they are too far away. But when it LOOKs like you should be able to hit them, and miss, thats a problem.
Here is a video, that PERFECTLY demonstrates this: Hatchet.... - YouTube
People will want to argue “skill” and this is where SKILL should be in choosing when to dodge, when to use abilities, how to position, etc. A great example of this is Chess. Chess is maybe the “ultimate” PVP game, but you dont have an issue with “oh that pawn was actually .5 cm away therefore you cant take it” its very clearly defined what the spaces are. The skill comes from the strategy, tactics, etc.
I would encourage the DEVs with all melee based weapons - err on the side of giving too much “tracking” and “lunge distance” on basic attacks. If the Great Axe starts becoming “too OP” because of tracking, start REMOVING movement speed from [Bloodlust].
Again the focus here should be on the fact we are playing characters that are not the things themselves, but the representation of imaginary things, on screen. The intent of the user is to basic attack, they appear in range, but the attack misses because they were off by 1 pixel or .1 meters too far away. This never FEELs good.
Id rather have a game that is more balanced around timing of abilities, tactics, etc. Than trying to create a “skill gap” in the form of side-stepping basic attacks. Especially in a world with latency/ping, desync, etc. No matter how good your tech gets, there will always be a margin of error there.
For this reason I am suggesting: Increase Basic/Light Attack tracking, and NERF abilities on the Great Axe.