I don’t think your opinion is controversial at all, and in fact I agree with you.
I am on a new account but am a Chivalry 1 vet with over 1000 hours played via Steam. I was there for the original testing of that game.
For one, I’m not sure anyone is capable of coming through with netcode that can adequately support 64 player servers in a melee game like this. Even though this is beta, I have reservations about whether it is possible to keep things fully smooth with this many players.
That being said, regardless of latency and other issues, the game is simply not fun with 32 players on each side. In order to adequately maintain this many players, the maps would have to be immense, and TO would be fundamentally impossible to design.
Chivalry 2 seeks to capitalize on a critical flaw from Mordhau–the general inadequacy of the Conquest gametype–while committing a different mortal sin from that game: the fact that it is an absolute cluster****.
While I disagree with your stance on archers, the fact of the matter is, and where I agree, is that designing a brilliant melee system in a cluster like this is completely nonsensical. The game, with this many players, is only going to appeal to the lowest common denominator, much like Mordhau. It’s like the game is designed to constantly appeal to the new player, who can log on, mindlessly spam stab or poach injured enemies, get a dopamine hit, and then log off. There are lots of escape mechanics, mechanics to fight multiple opponents, and a well versed player can thrive on using them, but the question is simply: why would I, when I can easily lead with these tactics?
Chivalry 1 was popular for a very different reason. You got to know the other players in a server. You learned what their fighting was like over time, made nemeses, adapted, and often had long, drawn out duels with them over the course of a TO.
I understand that 32 player servers will likely be available, but 64 players is going to 1. split an already diminished potential playerbase due to the Epic decision, and 2. yield a product that is designed more for combat in an absolute cluster, rather than the polished game of skill that we should be seeing. In other words, regression from Chivalry 1, not progression.