Hi guys. Since I have a lot of points, I decided to sum them up in one post instead of making separate threads. Let´s go through them
Weapon Switching: More points here actually.
- The switching system (press and hold button and chose the weapon while the game stops) is killing the fluidity of the combat. In my opinion there are many better ways to do this (f.e. put it on dpad while items usage can be bound to a bumper + dpad button)
- Second point is the changing position of the weapons throughout the game. This feels very user unfriendly as its depending on the number of acquired weapons and you can´t rely on muscle memory throughout the whole game
- Selecting the weapon via analog stick is not a good choice as we use it for movement and quite often it happens you want to switch weapon quickly -> continue playing but in the time of letting the button go, you change analog position and therefore select different weapon (suggestion - R1+dpad option?)
Airborne
- While in air it is not a once in a lifetime situation to get stuck in the air over a enemy
- If you do not spam the attack right when you get in the air and start falling often the game does not let you attack anymore. This feels a bit odd and reduces the variability
- Overall the platforming seems a bit clunky. Mostly due to weird setting of the jump mechanic being set the way that when you reach peak position, the character goes almost immediately into full fall speed which makes it almost uncontrollable once you reach the max height
Overall impact of attacks
- The game feels that impact of attacks is barely noticable. Very often it happened to me that due to extremely quick recovery i noticed I have been hit only by the health bar. Especially for fights with a lot of stuff hapening at once this feels like it´s hard to identify what happened to you and therefore learn patterns of the boss as you can´t tell the exact point of impact (and sometimes even what exactly hit you)