The push attack has a faster animation so it's better than LMB spam, however it starts with the angled attack(3rd light attack in the chain), which has a shittier hitbox, and it forces you to hit twice otherwise it has an ungodly shit delay after the push attack. Personally I just LMB block. Glaive is one of the few weapons that work like VT1 in that if you block with the right timing, it attacks faster than if you just spam LMB, you can cancel the LMB first hit like halfway through and swing again, leading to very fast efficient swings as long as you have the right timing. I sometimes don't cancel also so I get the left to right sweep 2nd LMB to clear stuff that's further on the left.
It's definitely an excelent weapon but they'd need to buff other stuff a lot to nerf Glaive and not fuck melee Kerillian options. Dual Swords is ok on Shade, Spear is ok-ish on champion but really kinda sucks in Legend imo, Wardancer sword is the same, ok in champion but kinda suck in legend, other dual weapon options are kinda meh, 1H sword is surprisingly decent at everything but not great.
I think Spear and 2H sword could easily be fixed by simply increasing the armored mod as I said before, the weapons themselves are otherwise pretty neat, just need to make the charged attack do .7 damage on armored or so, instead of .25, then a headshot heavy from spear or 2H sword would do more damage than a non headshot glaive 2nd and it'd be kinda worth it if you can aim. Glaive would still be better overall, but it'd make the other 2 viable.
That's the biggest problem though, weapons that are bad against armor are generally just bad. Hell I didn't even know about glaive push attack because spamming lights gets the job done too. I mean Kruber effectively has three melee weapons that do it all, hammer, halberd, and exsword. Obviously nobody uses the hammer with halberd and exsword available, but it's still a top tier melee weapon.
How do people build their shades? Specifically the lvl 15 talent I'm kinda stumbling over because all three talents look viable. Increased backstab damage would mean faster boss shred, wider backstab angle would make it easier to quickly bring down elites, and ammo regen on backstabs just seems like pretty good utility, especially on ammo starved maps.
I get the ammo one. The 25% more damage is redundant and not that useful imo, it does a bit better boss damage sure but on ult you damage cap regardless so it doesn't do anything, and if you're not ulting you probably will have aggro most of the time, so the amount of additional damage is minimal. As for the angle one, since it doesn't specifiy numbers at all and there's no solid way to test, I just haven't bothered. Once mods are there and we can maybe test with a non moving target that does take backstab damage unlike dummies, it'll be interesting to see I think. That said I still think it wouldn't be worth it, backstabs are a pretty binary thing, either you have aggro or there's no room to move and you can't get them regardless, or you don't have aggro and you can get them pretty easily if there's room to move.
Ammo one is great because it'll sometimes gives you ammo, not that often, but every bit adds up so you can keep sniping specials. Also lets you basically refill most of your ammo on boss fights, and every ult usage can be like +5ammo if you backstab a horde or whatever(and then block and get your ass back in position). Between this and the headshot refund, I can generally sustain ammo fairly decently as long as I'm not wasting ammo shooting at stupid shit(like I'll often limit my stormvermin shooting to shielded ones that aren't aggroed yet, and then zerkers and specials, everything else I try to melee). It's pretty important in maps with bad ammo spawns like Into the Nest or if your group ends up with a bunch of people needing ammo like Shotgun bardin and Foot Knight and what not.