Controls are a good place to start, double-tap dodge is awkward as hell. a keybind like this shouldn't be that hard to fix code wise 10 mins tops, its a keybind for god's sake
perks and balance for them are all over the place
dagger dealer im 90% sure is not working as intended, if it is intended why the hell would you create a mechanic that treats melee weapons as consumables (especially ones that expensive)
pistols (while fun) are ludicrous from a balance standpoint, they also seem to be the perk tree that has received the more care, assault, on the other hand, seems like it has three different perk trees jammed together (and athletics looks like it should have been 2 separate perk trees with one governing movement and the other survivability but unlike assault, it actually works a lot better)
the engineering tree really should have been fleshed out a bit more to benefit cyberweapons.
then there are cyberweapons which have some egregious problems with scaling, they should either improve with character level (them being a literal part of you and all), have a perk tree tied to them, or just be upgradable (and I don't mean just increasing the rarity, that works for percentage-based boosts but not for WEAPONS)
and there is the projectile arm launcher, it doesn't use any resources whatsoever, where are those rockets coming from, giving it a dedicated ammo type would fix the issue in an instant and make people more deliberate in its use.
difficulty and balance are all over the place, the jump between normal and hard is huge, and kind of odd, but even on very hard some people still find the game to be to easy, maybe there needs to be higher difficulty modes in the future
I dont mean to be rude when I ask this but seriously, WHERE THE FUCK WAS THE QA. some of these problems are hard to miss.
perks and balance for them are all over the place
dagger dealer im 90% sure is not working as intended, if it is intended why the hell would you create a mechanic that treats melee weapons as consumables (especially ones that expensive)
pistols (while fun) are ludicrous from a balance standpoint, they also seem to be the perk tree that has received the more care, assault, on the other hand, seems like it has three different perk trees jammed together (and athletics looks like it should have been 2 separate perk trees with one governing movement and the other survivability but unlike assault, it actually works a lot better)
the engineering tree really should have been fleshed out a bit more to benefit cyberweapons.
then there are cyberweapons which have some egregious problems with scaling, they should either improve with character level (them being a literal part of you and all), have a perk tree tied to them, or just be upgradable (and I don't mean just increasing the rarity, that works for percentage-based boosts but not for WEAPONS)
and there is the projectile arm launcher, it doesn't use any resources whatsoever, where are those rockets coming from, giving it a dedicated ammo type would fix the issue in an instant and make people more deliberate in its use.
difficulty and balance are all over the place, the jump between normal and hard is huge, and kind of odd, but even on very hard some people still find the game to be to easy, maybe there needs to be higher difficulty modes in the future
I dont mean to be rude when I ask this but seriously, WHERE THE FUCK WAS THE QA. some of these problems are hard to miss.