I'll let my playtime speak for whether I like VOIN or not. This feedback is moreso aimed at the minutiae that you notice after playing for so long.
- High Toughness often leads to fully sated items becoming empty well before a half-hour/hour run ends. It incentivizes sating multiple items to swap to mid-run. Whether this is desirable is a game design question.
- +Luck is critical to getting good loot frequently. It feels like it has a significant impact, even with just +2%.
- There are 3 uniques I want to theory craft and experiment with -- Lightning's Sword, Mace of Spirits Repose, The Snakes -- but can't without starting a new save and hoping for a good roll. I understand a remedy for this is in the works.
- The diagetic feedback and dynamic HUD are well designed. I turned as many aspects of the HUD off as possible while playing, and I can still feel how powerful my blows are against enemies. I can see when crits happen, when effects activate. The dynamic aspects of the HUD are large and easily readable (even if the icon choices are unconventional) and most importantly, only display when needed.
- Sudden Death feels underpowered. Per the above point, it can be hard to tell if enemies are dying to raw damage or the instant kill effect, but it feels like they die to raw damage most of the time. So infrequently does it activate that I'd consider it underpowered. Combining Sudden Death with Second Wind to spam Vortex helped but also highlighted just how infrequent 2-7% is.
- Admittedly, I can't comment on Perfect Strike. The Dual Iron Swords look cool, but I'd rather spam heavy attacks with a maul or slow-but-hard-hitting weapon than twin blades. I'll experiment with them more in the future.
- The Sickles are quite weak as a weapon, held up by their affix: Vicious Butchery. They don't fall far behind because of this, but with their weak damage and short range, I don't like using them. I have seen others greatly enjoy the Sickles, however, so it may be preference.
- Necklaces are lacking in options. The only universally applicable one is the Poison Vial Pendant due it triggering on crits. The issue isn't the necklaces being too situational but rather there's no necklaces themed around physical or lightning damage.
- Lightning clones are my favorite ability.
- A couple Firstborn combinations I've crafted stand out from the rest. Death Spiral + Overwhelming Butchering and Poison The Blood + Poison Overflow. While the former requires reaching and maintaining 300+ combo, the latter is alarmingly effective at clearing dense crowds of enemies. Two combinations to keep an eye on if you're concerned about player power getting out of hand.
- Crusher is unweildy to swing. It's so slow, I often end up queuing extra attacks that can take seconds to complete. Slightly speeding up the very slow mauls would resolve the issue, but so would tweaking the attack queue window to be later in the swing. Crusher is still my favorite weapon to wield despite all that.
- Not many runes seem worthwhile at the moment. Gathering Storm + Thunder Echoes is what I've used the whole time, which is why I use "seem" and not "feel". Minor Energy Flow and Major Energy Flow would definitely be more appealing once more abilities are available; as-is I am not in the habit of using abilities unless they synergize with an affix. Purist is simply a matter of me not knowing how much it actually heals, as no healing on light/heavy sounds like a steep penalty.
- Owl Statuette's wind motes have too much blur on them, they visually obstruct everything behind them. I'd also say zigging to gather motes is too annoying for the buff if not for them also restoring dash charges, which is an unlisted benefit.
- I love high density fights, especially ones with summoners in them. A higher density setting than 6 would be appreciated.




) so I obviously love what you have already and look forward to more. As someone who's studied & played games for almost 3 decades and has experience programming, I take the time to interrogate and understand things before sharing. I was an armchair dev at one point, but I've since learned it's far better to let you cook and I tell you what's both on the mark and off after taking the time to savor what's been offered.





for finding a way to get a style meter into VOIN.

indicator is appropriately hard to achieve, let alone maintain.





, they're 

if you can't put in an activation delay for Ice Age, it may be worthwhile introducing a cooldown afterall.

