So came back to play some more after the addition of the assassin and I quite like how she plays overall. Makes me even more excited to see what happens with the Psyker as, of the 3, it's the one I'm most interested in.
I would prefer if her dodge wasn't directional based on the button presses but if instead we could have her dodge in the mouse direction when you press "Q" or some similar key. With the directions available and the challenges provided by the camera I often find it difficult to make good use of the ability or mashing buttons that don't have a direction associated with them.
While I understand ranges cannot be 'realistic' in this type of game I do think that sniper rifles overall have too short of a range. It feels weird to me that an autogun and a sniper rifle have similar (same?) ranges.
I also could not make good use of stealth. I'm not sure if I missed something but you can't use it to disengage from combat and whenever I try to sneak up and initiate at close range the enemies just opened fire as soon as I was nearby. Honestly I found I didn't need or really want to use any of the assassins abilities, though I can see a lot of value in the time distortion field for a melee 'sin.
I do hope that activating items like shields or clicking "clue" consoles will have more of a notification that they worked, whether it be animations, sounds or both. Sometimes forget to check the CD timer or the mission tab and am unsure if the item worked.
There was another thread here about more contrast to get enemies and your character to stand out more from the background which I think is extremely accurate. I think the scale and design are great but can't help feeling it looks a little dull a lot of the time - especially the interiors.
I wish zooming in and out rotated the camera into more of an 'over the shoulder' view. I feel extremely limited by the directly vertical movement and want to be able to zoom in a bit to be able to better shoot through doorways (etc.) that are making it hard to see.
Also, realizing it's still Alpha but a lot of systems go unexplained. I still am uncertain what Fate does, why I care about Glory, how to gain attributes - i.e. is it only through challenges or are there other ways ;; are challenges account or character based. I have no idea what the Diamond or Skulls are for the investigations or what the bars for chance of success/collateral damage are all about. Why would I want to shoot feet or hands with Aimed Shot instead of their head?
I'm assuming the Nurgle daemons/Marines/Cultists are placeholders for others - I was a bit surprised that my investigation into a pleasure cult by "pseudo-orgasmic triangulation" (as the game stated) led me to fight more Nurgle monsters and not Slaanesh
Some bugs I've found:
- alt+tab causes a system crash.
- Not sure what did it but partway through a mission today the sound started to crackle and distort. At first I thought it was the headphones (wireless) but after I turned them off it continued through the speakers. When I finished the mission it didn't happen on the ship but continued when I started the next mission.
- not sure if bug or intended but Needler AoE doesn't explode at max range if it misses.
- Aimed shot sometimes fires prematurely when holding down the key to charge it; at times it can be difficult to select the field you want to hit.
I do want to say that I really like the fluff present in the game so far. I was horribly disappointed by the jumping hammer helicopter terminator(s) in DOW3 and feel like this game does a better job of representing the source material. Things like the no male death cult 'sin in another thread or that CSM are huge compared to the cultists around them are great to see. I'm still not sure about a non-space marine inquisitor (or even if he was) taking on a whole chaos cult but that's just the style of game it is.