Hi. I wanna thanks the team for effort in making a good game. I’ve spent around 40 hours in less than a week. I posted a feedback a few days ago and i wanna expand it right now.
To me, the combat feels off or unbalanced. For some reason game is about melee weapons with different animations speeds and mostly the same focus gain besides daggers and gauntlets. O need to land at least 10 hits with any weapon to cast one skill, either if the attack speed is fast or not. I need to rely on parry to get good focus or potion that last 3 mins (for real, why 3 mins?). The connection between weapon designs and focus/skills is completely off to me.
This create an issue that the game do not need. If skills are supposed to enrich the combat, they don’t from the start to the finish of the game. Why? Because it’s a shore to gather focus in order to cast ONE skill. The game has to be designed for average player. If you want to design the game for the top 5% of player or content creators that’s fine… but that would take me away from the game.
I also do not understand why the focus gain per weapon is not fixed. A roll of focus gain of 5 in a great sword feels as had as double stamina requirement per hit. Focus gain is a mayor issue to me in this game. The most fun I’ve has has been spamming a forward kick with a claymore because It is fast for that weapon and stamina is abundant.
Wands feels like slower clubs with clunky move set and magic runes, they do not feel like magic. Either staves, they are mostly quarterstaves. Magic in this game are just runes. If you want to balance magic, consider resistances to projectiles, fast enemies.
I truly wish success to this game, I will probably stop playing soon and wait for new changes.