Both pages of Login Bonus show more days of progress than have been claimed. In my case, this is Day 2, and Day 2 login bonuses are showing "Next", while at the top of the window progress reads 2/7 / 2/21
I hold video game developers to moderately high standards, such as "You should release a finished product" and "Quality Control should happen before launch" and "If I have to do research to play a game I'm not paying $60 for it"
@Drakaina Yes, those adjustments do not apply to the Over the Shoulder camera. It is locked at a single distance and angle, as far as I have been able to tell. The lock on setting you have mentioned is inapplicable to my struggles, sorry.
@AiC-L Thanks! I didn't see that anywhere in game, wish it was more apparent
When switched to Over-The-Shoulder view, the camera distance can not be adjusted away from the player.
(I don't know, exactly, that this belongs in Bugs, but this is a large-scale technical issue plaguing most users.)
The camera is at it's best when you are in a Boss fight, and not in OtS view. Fully zoomed out. Having this option available at all times, would help with some of the problem, but the difference between the very few zoom levels you can adjust is minuscule.
This issue is compounded by the perplexing choice to have aiming attacks controlled by the direction of movement, Unless in OtS.
Then, to top off this disaster cake, Movement controls are Changed when you lock on to an enemy, and all movement because relative to the lock-on point. THIS especially needs to be spelled out to the player, there is a big difference between moving forward (relative to where I'm looking with the camera) and moving Towards the Enemy.
Ideally, lock on would direct my ATTACKS towards that point, not my movement.
When choosing a Sub-Class, the player is told that equipment for both classes will have a positive effect on stats, However, the actual system reads each 'loadout' as a different power level. The Game then only reads current power level when determining eligibility for quests. This feels out of line for what the game says and implies, perhaps making the text clearer early on, or a consolidates Power Level, that looks at everything currently equipped, would help with this.
Many attacks, such as the Downward Cleaving blow of the Daityl Sword, have hurtboxes that extend far beyond the visual range of the attack, with no indicator.
Suggestion: Either mark the path of enemy attacks, showing players what areas they must leave/avoid in order to evade the attacks, or give the Dodge action sufficient i-frames to actually evade.
In the movement settings there is an option to adjust the delay detection for double tap in order to trigger a Dodge action, disabling this input locks the player out of Photon Dash.
Suggestion: Give players a toggle button for Photon Dash, so that double tapping the movement is no longer required. Alternatively, add a toggle for 'Always Run', so that walking will never interfere with combat.
When fighting the Pettas Sword foes, they will occasionally perform an attack that thrusts their sword arm out and forward, towards the player. If the player is above them on a ledge, the Pettas Sword attack will pierce up and through the environment, striking the player through cover.
When fighting a Daityl Sword enemy, their eye beam attack is able to pierce their own body. This allows the beam to travel backwards, through the Daityl's chest, striking the player when there is no Line of Sight. This bug affects Daityl Sword foes in and outside of Towers.