Controller Controls – Default Setup
The default controller layout feels awkward, especially when it comes to the parry mechanic.
Parry requires extremely fast reactions and immediate input response, yet it is mapped by default to LT / L2, which is an analog trigger. Analog triggers have longer physical travel and less consistent input timing compared to digital buttons, making them a poor fit for a timing-critical action like parry.
While control remapping is available, the core issue lies in the default configuration. Most players will start the game without adjusting settings, so the first impression of the controls matters. For actions that depend on precise timing, players are generally accustomed to using digital buttons such as L1 / R1, which offer faster and more reliable input. This is a common standard across action games, including shooters, where players often move critical actions away from triggers for this exact reason.
Overall, I would strongly recommend that the default control scheme on first launch be based on the established templates used in Elden Ring and other souls-like games. This is not about copying design, but about leveraging a well-tested ergonomic standard that the target audience already understands. Deviating from this standard should be a deliberate design choice with a clear benefit, rather than an unnecessary friction point during the player’s first contact with the game.
Daily Quests – Difficulty Clarity
The difficulty of daily quests is unclear. Some daily quests feel impossible at my current level, while others are extremely easy, and the game does not explain why this difference exists.
There should be a clearly visible recommended level for each daily quest, similar to the danger level shown for locations. This would help players understand which quests are appropriate for their current progression and avoid unnecessary frustration.
If this information already exists, it is not visible enough and should be made more prominent in the UI.
Early Game Guidance and Player Flow
Clear guidance in the early game is critically important. Even players who create guides and walkthroughs often progress inefficiently or incorrectly. A common example is after defeating the first boss in the quest “Of Rats and Raiders” in Orban Glades. Instead of being clearly directed toward Nameless Pass, many players attempt to grind to around level 15 in the starting area in order to continue the quest.
This creates unnecessary frustration and heavy early-game grinding, and for many players this is the point where they stop playing altogether. If experienced players and guide creators consistently make this mistake, it strongly suggests that the game is not providing clear enough direction.
The player should be guided more clearly toward the intended next location and progression path, especially at this early stage of the game.
I’m not sure whether it’s worth writing all of this, as I don’t know if this feedback will actually be read or considered.