Closed Alpha feedback:
Bug: When I initially launched the game, it acted like it was in fullscreen (with a weird resolution), but actually launched in the top left portion of the monitor and causes all of the other windows (on any monitor) to reset their positions and sizing. Furthermore, interacting with the menus was difficult, because the mouse position tracking didn't match the visual location.
Bug: Certain skills (like Rain of Lead with the bombs modifier) cause greatly increased CPU usage.
Bug: The "Colorize inventory with item rarity" setting does not stay applied.
Bug: The overlay is present on top of the passive tree.
Bug: Bladestorm is only showing 4 equipped modifiers on the main screen, when it actually has 5.
Bug: The +3 rend damage runes are not affecting the rend skill damage tooltips.
Bug: After long sessions of about 2+ hours, the game started lagging a bit and eventually crashed.
Bug: The "(E) Interact" popup that appears when you get close to things does not show the updated button selected in the settings.
Request: Is does not have the option for mouse movement, which for me made moving atrocious. It defaults to WASD movement, and there isn't a setting to change it. Mouse movement should not only exist, but be the default in the next version that is released. I ended up making due by using a controller joystick, then using the mouse for skills and keyboard to operate the rest of the game.
Bug: The description for movement in the settings are incorrect. They correct changes should be:
forward = up (top of screen)
left = down (bottom of screen)
backward = left
right = right
Request: The order of the ability buttons in the settings does not match the order listed in the user interface skill bar. On the bar the ability skill order is 1, 6, 2, 3, 4, 5. This isn't exactly problematic, but it is a bit weird to me (a person that always uses the same controls across all ARPGs).
Request: Changing a key binding, then clicking confirm/accept doesn't bring you back to the previous input, making an additional click to cancel. It really should accept the input then go back to the main list. This is especially noticeable after changing a key binding to a button that was already being used, which prompts another popup, and can just cycle you between the two popup windows if you aren't really paying attention.
Bug: The controller also has keymapping problems. All of the right and left trigger and shoulder buttons, as well as the X button do nothing natively, and even when the right trigger is mapped to dodge roll in the controls settings, the gamepad face button bottom was still the only button using the skill. I also did not see a way to interact with things on a controller.
Praise: One good thing is that if a supported controller is plugged in, it automatically can be used without any setup, even if it is plugged in after the game is launched.
Request: The zoom level and transparency sliders in the settings are inverted from what is intuitive and from what games usually have (the right side always means more).
Request: I should be able to see that gold is on the ground from something other than just seeing the sparkle (like text, even if it is only when using the left alt button).
Request: Skill descriptions don't mention mana cost, nor do they have skill tags like "movement" to easily tell what applies to what (other than the main damage type).
Request: There should be a setting to show all loot by default (without having to hit a button).
Request: The runes need to be able to stack, and with them stacking, you could decrease the amount spaces for that inventory, and make the icons larger, making it easier to identify them.
Praise: Outside of movement, everything else felt excellent.
The movement and kill pacing were right on the mark, and the enemy density was high enough to keep me engaged in the combat (especially in larger areas).
The skills all felt good to use, and I felt like they all were strong enough to be worth using.
The character power choices felt meaningful, but not mandatory (which happened with a lot of modifiers in the first Wolcen).
Praise: I am not a huge visuals and audio expert, but everything looked and sounded good to me, and I thought that the game had a surprising amount of polish and lack of bugs for a closed alpha, so huge praise to the team for that!
Praise: I really love how the skill tree works, and how the options allow to change how the skill functions. In Wolcen 1, each skills had several of these, but the rest were all just numerical changes to damage, cooldown, etc.
Praise: The ability to reset all skills and trees at any time is wonderful. I especially like being able to reset the skills from the main skill window.
Praise: I like the inclusion of a built in game guide.
Game Guide info:
When you die, the zone respawns.
Alt shows affix ranges, and control compares an item to the equipped slot.
Buff icons appear in the top left.
The same affixes can appear on a single item multiple times, as long as they are different tiers of that affix.
If you don't have enough room in your rune inventory when you try to respec, it will not refund the points. Simply try again when you have enough room and you don't appear to lose anything.
The number on the skill bar is how much ammo is left in the gun.
If the mouse is on the screen, your character will always face the mouse, but if it leaves the screen, the character will automatically face whichever enemy is nearest.
You can hold right click on the passive tree to move around the view.
Ammo is automatically reloaded after ~2 seconds of not shooting, as well as when it reaches 0.
Ammo counts are linked to each attack not shared between them (as if set to the weapon).
You have 4 accessory slots and can place any combination of amulets and rings in them.
The dodge roll or shadow step skills are tied to different types of boots.
The two ranged weapon skills are tied to pistols.
The four melee weapon skills (including wings of ishmir which is also a movement skill) are tied to different types of swords.
The one NPC you can talk to from outside the house has a shop that you can sell items to, or buy from 5 different pages of items.
Learning skills from items reminds me of Final Fantasy 9.
The shop seems to reset when the game resets.
Loot rarity tiers:
Common - 1 affix
Magic - 3 affixes
Rare - 5 affixes
Special - 7 affixes
Legendary - 9 affixes
There are shrines that provide buffs including:
crit buff
crushing resistance
decay build up resistance
crowd control resistance
experience
piercing resistance