Some combat impressions/suggestions after spending more time with the demo:
- The implementation of weapon switching on the d-pad is a terrible idea, as I've said from the very start.
A better set up would have been to only have 3 weapons accessible, and switch those via L1 and R1. This would work just like how Lightning Return's Schemata switching works. The UI could look something like the following (ignore the left and right side weapon sets)
- The Shield blocking aspect needs to be on a hot-button.
What I mean is regardless of which weapon you have currently selected, when you block, the shield should always get used as long as the shield is in your loadout. So, your normal phantom dodge will not get used if you have a shield in your load out. The shield attacks can stay as they are now, i.e., only get used when the shield is selected. Devs can reduce the perfect block time to 5-10 frames if they want.
- Magic throwing should be changed.
The game should at least pause/slowdown if they want to keep this system. A better option would be to lock on to enemies when trying to throw magic.
An even better option would be to not have magic in item slots, and instead let them be used immediately by shortcut buttons. They could be like L2+X = Fire, L2+O = Meteorain, etc.
- Add 1:1 responsive attacks as an option along with hold to attack
3 button presses should equal 3 sword strikes. This one thing alone will make the game feel so much better.
Anyway. I know they're not going to change anything now. But I just wanted to put it out there.