I'm ok with the whole scaling issue, I think it's a design choice because of the implementation of power stance. Their rationale was probably that if STR and DEX scaling was like DaS1, power stanced characters would be too powerful. It's just a different scaling system that's all. Just go with infusion and buff, all characters can do it.
I have to disagree.
After many tests I made, holding a single weapon 2H is usually more effective than power stance.
What upsets me most in the scaling system is that the additional damage is calculated off the base weapon when it's not upgraded (but with the current scaling).
Let's say the weapon has 95 base damage. At +10 it has 190 base damage and a strong S scaling.
You apply that S to 95 and not 190 which gives you 140 bonus damage which doesn't make sens.
You tell me to infuse my weapon and take advantage from buffs. I agree, it will give you better result but it's even worse scaling-wise because it doesn't encourage to invest in a stat to benefit from a weapon's scaling. Instead, put the minimum and use infusions with buffs, which completely negates a dedicated pure physical build.
The whole thing needs to be rethought because it's a huge mess right now.
My issues with DaS1's combat system are numerous 1) blocking is king, 2) TWoP bullshit, 3) DWGR, 4) lack of diversity of viable loadouts and builds, 5) lagstabs.
Most of these issues are fixed in DaS2 and although admittedly there are other problems introduced, I find that they aren't as jarring and it makes an overall better combat experience.
They fixed and balanced some issues in DkS2 but only to break many others.
I'm not big into PvP TBH. I enjoy making different dedicated builds, explore the world and its lore and make challenge runs (base level, no upgrade, no rings and so on). That's what makes me play these games again and again.
Edit: okay, I just saw your edit.