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More feedback:
A training area in the hub. The combat introduction is just some text and then we're thrown into the game world not knowing a thing. Give us a chance to get a feel for the game itself.
Melee mobs dont have good/consistent attack indicators. There was a fire lizard elite that instantly went from standing up straight, to a crouched position throwing fireballs. Mobs hit too hard for that lack of windup. Ranged units feel more fair.
Enemy indicators could be more precise. A tiny arrow on their red blob to show that if they're above or below our position would help alot in those non flat areas.
-Healing/health is a huge issue at the moment. It seems like the intended direction was to encourage the player to parry enemy attacks to regain red health while finding little healing plants to slow the constant chipping away of life. I gotta say, that absolutely needs to change. Tying parries to healing is an awful idea. Don't do it. Tie it to the finisher system if you must, but never parries. Making people increase the risk of taking more damage to recover health is a bad idea. At best it encourages people sit around and wait for easy parries just to minimize the chipping away of health - that's still a negative for combat flow/design. The healing plants restore +5 health, which is a fraction of a single hit from most enemies. That's too low. I know there are pickups that can provide alternate healing methods, but the standard is just too bad to rely on the RNG of good pickups for reasonable healing.
-After playing some random pubs, I think the game might just not have good enemy number scaling between single and multiplayer. The multiplayer pubs felt WAY better balanced and manageable. The singleplayer sessions just felt like getting mobbed in every fight. There are even adds in bossfights, which is GOOD for multiplayer, but TERRIBLE for singleplayer. I think a lot of issues could be solved by reducing the numbers of enemies per encounter in singleplayer. There is simply too much animation commitment to justify fighting hordes of enemies by oneself in this game.
-Lock-on seems to have difficulties with vertical tracking and camera view. This doesn't matter much for free aiming with guns, but there are a few abilities/attacks (charge spear throw for example) where it's necessary. Lock-on in general needs some work, but I don't think there's a single game where it's perfect... so good luck to the devs!
I think there's actually a solid foundation here. The real question is if they can tweak things quickly enough. This release might be bad enough that they won't recover, but I hope they keep trying. Don't give up skeleton!