First things I look for in RPGs with player choice in this manner is, "Which class has the greatsword?" and "Which class has the runic magic?" By runic, I'm more referring to magics that are based more on sigils, symmetric or intricate patterns, or, if the world building can support it, a pseudo-mathematical approach to spell casting or calling directly from the powers of established deities or communing. This is in contrast to something like incantations or summoning directly, but I do find those to be enjoyable as well. Bonus points if it's edgy as darker/hexing magics are usually more interesting to me in the settings they are portrayed in, but I've played many a two-handed oathsworn paladin.

In terms of gameplay, the closer something resembles Nero from DMC, the more I'll probably like it. By that, I mean a relatively simplistic kit on the surface for accessibility, but elements of active resource management, alterations/enhancements of standard attack or spell chains based on certain conditions, and most importantly, high APM, and skill expression in the form of reactivity, and familiarity with niche, but interesting mechanics. The more I can "merge" with the controls, the execution of a perfectly set up offensive burst, before switching gears into a defensive pivot upon retaliation, the more satisfied I'm going to feel. Loops back into why I shy away from physical shields and prefer parrying or dodging or other ways of entirely nullifying damage with a big 0, as that feeling of "This is my chance. The damage is negated, and now the advantage is mine to exploit." is also satisfying.