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I agree that enemies who completely negate the utility of specific skills, and those immune to hitstun, among others, make it feel as if there's no interaction in the game, thus negatively impacting the experience.
We will make improvements to address these issues in the future.
Also, when you mentioned vibration, were you referring to controller vibration or the screen shake effect? We will provide a feature in the settings to adjust these effects.
Thank you for your feedback.
In comparison in this game its completely binary. Enemies can just have "+ immune to hitstun" added to them for no real reason beyond arbitarily being given a modifier. They're not DESIGNED to be immune to hitstun. They have the exact same moveset and behavior as before, but now they don't care how you interact with them. The maps are also incredibly tiny and enemies tend to spawn basically on top of each other, which combined with the mc's very large sword means you can often stunlock 90% of any given map to death before it does anything.
Adding + no hitstun to enemies that are designed to be fought with hitstun is basically always a terrible decision. Its the same decision that basically killed Blade Assault (< 2k reviews after years, mixed, basically abandoned by devs as they gave up on making a combat system full of enemies that ignore being hit fun)
Hitstun is not inherently bad or 'overdone'. Its just how you add feedback to hitting things in your action game. It just feels 'overdone' in this game because the games design is super weak. Maps are too small, most enemies pose 0 threat, basic combo can hit too many things at once, very few enemies actually attempt to ram you, spawn crap under you, over you, etc to force dodging.
Controller vibration. It vibrates with nearly every combat action.
I think we've got something for everyone!
We've made changes to make sure it's not too immune to stiffness, but still has a strategy element to it.