Here I answer your post point by point, respectfully, trying not to leave out anything important, if you want we can have a chat on discord to have a more fluid conversation. So I can better understand the reasons behind your bad experience with this game.
This is a really strange thing to say before constructive criticism
what is the goal of this “ARPG”? Are you trying to create a 1 time linear arpg adventure like Dark Souls, or are you hoping to create an arpg more similar towards games like Diablo/PoE that has an addictive loop that players can come back and play again & again?
They have said several times that they want both, without lowering the quality of one or the other (to these two genres is also added the Rogue light thanks to the crucible). It’s a very ambitious goal, I don’t think it’s impossible, but it requires more time and work.
At the moment the story, even if it is not finished has already reached the level of quality that I expect from this type of game (which is incredible because the standard is incredibly high).
While the replayability component of ARPG style even if present is not enough, and I think it will be the most difficult thing to achieve
Obviously once the crucible is complete, we will have a Rogue-light inside this game.
Clearly this eclectic approach on one hand attracts more types of players but on the other makes it more difficult to quickly understand the identity of the game.
The atmosphere of this game is already incredible, I suppose this is a case of personal taste but I assure you that to a neutral observer the third person is not superior to the isometric view. If you look at the reviews the atmosphere is one of the aspects that is most frequently praised.
Are you sure you want to constructively criticize this game, and that you don’t want to insult anyone as stated in the premise?
It is true that the walking speed is slow but out of combat running does not consume stamina. While in combat alternating running and walking is part of the skill expression It is integral to stamina-based combat.
That being said a little buff to movement speed wouldn’t hurt, at least to bring it in line with other souls-likes.
I don’t think this is the case, the enemies are varied and interesting, although the game wouldn’t hurt to have more enemies, but they will come with the next updates.
Aggressive bosses are more difficult but more fun to fight, I understand that having a moment of respite here and there wouldn’t hurt, but once you get into the rhythm of the game, they become much more fun than more passive bosses.
I also found it difficult to handle stamina when I first played, but maybe my experience with Dark souls 1 helped me in this area. Maybe you didn’t put enough levels in stamina or you didn’t use any method to increase stamina.
I find the system of this game better from this point of view than the Souls, putting three points together in a stat really makes a difference, especially for the first levels.
I don’t find anything different than other level systems in this area, I would prefer to have the same level from the beginning of the game to the end, and distribute the stats as I want, without false progression, like in Sekiro ng+ (even if in Sekiro unfortunately you can’t distribute the stats). The system is not terrible though, it is preferred by the target audience of this game, we are the exception.
You can eat 5-10 foods per encounter, the previous system made you eat food endlessly with a 20 second cooldown between meals, when was the last time you played?
It never happened to me with the previous system or with the current system. Now plague reduces resistances, it does not do damage over time
The food crafting system in this game is well balanced, but I agree that it’s not perfect (even if it’s much better than Bloodborne), it could be an interesting option to add in the accessibility options (which are coming soon) the possibility of always having at least 5 meals every time you die if you’re at 0.
now each food stacks up to 99, 5-10 per encounter (meaning against a boss you can get 5-10 heals based on whether you have them upgraded or not, while exploring you are limited to your inventory)
Souls has always been considered one of the highest standards of combat for 3D RPG games. Souls mode is amazing but a lot of people love these games just for the combat.
(no offence but I’m starting to think you’re just saying random things to troll people)
In the next version wands and bows will have ranged attacks that cost stamina
One problem in the current system is that the interesting runes and weapons are there but you have to find them via RNG, This problem will be (partially?) fixed in 1.0 (which is the next version, or the version after the multiplayer update) But even in the current system there are some combos that you can do even just with the runes guaranteed by the items sold by the vendors, in any case maybe you are misinterpreting the system, you should see it more like the ashes of war of Elden Ring It’s not strictly designed for combos but you can do them.
You can change the base rune of a weapon by destroying the rune
You can have 4 different runes per weapon and they can have different functions, different costs, different elemental damage. It’s not monstrous, it’s an improvement over souls in my opinion.
I agree, this will also be changed and rethought, but I don’t know when.
I use backstabs often, even in mid of combat, it’s not simple but it’s not too risky and it’s very strong.
Your criticism here is not bad, I like the current series better, but a system where the perries are simpler but give you less advantages is not a bad idea, it could make it so that all players can appreciate the mechanic, but with your approach parries are harder to balance.
cool idea
I like that Focus and loadout are separated from other stats, but they need to do something to make the damage stats (like: int, dex etc.) more interesting.
the mechanic is interesting, once the drops and costs are fixed it will be nice.
Having an extra weapon is a very strong and interesting option to heve. It Changes the style of the game in mid combat.
Unlike souls the load of secondary weapons does not add to the primary one and therefore it is better to carry more weapons and have more options.
It’s one of my favorite features and I like that people are tied to the Ichor system instead of having it from the beginning.
It’s still in the game, and it’s more interesting than before.
I really like building with gems rather than spells, and I like the builds, but they’re a bit too expensive and time consuming. As for Enchantments, rerolling them is too tedious and they are unbalanced I talked about it here: Enchantments Rework Detailed Suggestion - Google Docs
This can be cool but it has to stay balanced.
Understandable, it seems to me that the devs are already working on the things you said, and the current situation is not “shit”.
There’s a lot of work to be done on the mode. Obviously they put it in just to give something to play between updates, it’s not even close to being finished
Prefer Souls style bosses to other RPGs I’ve seen, the bosses are not boring, it’s probably a matter of taste in this case and I’m sorry you don’t like them, I agree that they can use “patterns” for some attacks, I think a lot of bosses have this attack where they create damage area under your feet, I would like it if that attack was replaced by something more interesting.
the feedback here is clear, everyone wants multiplayer, in any case they are already close to releasing it, they will certainly not stop working on it now.
You’re simplifying a bit but it’s true, but they should work on communication if you want to follow the discussion about it it’s here: Feedback to Devs Regarding Communication
You know you can say that the game “has serious problems”, “is in a bad state”, “it’s unresonably frustrating” instead of saying it’s “suck”, “dogshit” “bed” etc.?
This way of expressing yourself worsens communication, is not convincing, or provocative, it is irritating and rude. It decreases the probability that important points of criticism will reach the reader between one insult and another.