If it were in a pretty physical Handbook, People would be reading your Description, but I generally just hover through the itch Page quickly to see Controls and specific Places People want Feedback on. (Hence why I figured out how to upgrade them. It'd work with a bit of randomly clicking around aswell, but the lock/+ don't really feel like they are a button of any kind)
>return to title
It's fine if its marked as that. But just a regular entry/exit like others isn't very good. A simple Door or a different color or just the text "return to title" or something works enough already.
>HP/MP Belt
Don't know, maybe? Your Font should really be clear to read on that tho.
>Stats
I'm not talking about the obvious stats PAtk/SPAtk/HpMx etc. are clear. But whats AtkRt/CstRt? I know it stands for AttackRating and CastRating but what does it do? Speed of Attacking? Critchance? Affect the Formula in some weird way? And with how little you get per Point on Stuff thats not damage/HP/MP/etc, I'm not really invited to just put one or two points into it to find out. This isn't so much an issue with the Names, but what the Stats actually do. Same with RedDmg RstDmg and Block. I still don't know what RedDmg means or does, seeing that the stat Screen has resistances, I can deduce that RstDmg probably means Damageresistance, but thats also not clear? Is it a flat redcuction to Damage I take? All Damage or is that just physicial damage? Whats block then? Chance to block? In percent or just in some Formula again? In both cases, whats RedDmg? RedistributeDamage? ReduceDamage? If its reduce and reduces my Damage, whats Damageresistance then? Chance to not take Damage? But then whats Block?
>Skilltree
If its massive putting it into subclasses makes Sense. But I just think the navigation Buttons are at the wrong Positions. Just have it be an actual Tree, if I go down from Venomancy into Toxin, have a big arrow at the top to take me back up, if I go into Wizard, a big button on the right to go into sorcerer, and if I'm there, a big one to the left to go back to Wizard. Not just a small one topleft to go back to the previous Place, and multiple Arrows at the Bottom. The one to keep at the top left is the one to return to the startscreen of the Layout.
In any case, if I see it right, you have Fortitude in the Center, with 4 Baseclasses around them, and then a combination class in each of them, and a "advanced Baseclass" so to speak. You have more then enough empty space on the Screen to put all of those into one Screen, just radiating outwards, and adding some Lines in between to indicate which classes are connected.
>Skill synergy
Is there any indicator which Skills are synergizing with each other? Or is it just trial and Error? Because I'm very much not inclined to pick up any Skill apart from passive improvements like + castingspeed to the Skill I'm choosing right in the beginning as my only damage Source. Is it something that can be reversed, or changed at will constantly? Can there me multiple Skills combined into one, not just 2? Or is it just 1 active and 1 passive or something? Either Way, you could always just put in an NPC in your HUB-Area with the Shopkeeper and Stashchest, that allows you to merge your Skills together, so you don't have to do it all in one Place. Fills out the Area a bit more, and frees options up for your Menues.
>Attributes
No, I got how they worked, as long as their Names and Roles are clear, see above. I mean, why do I have to level Strength if its only affects PAtk? Why not remove Strength all together and have me level PAtk at that Point? Derivated Substats are great if you have multiple Stats being affected by one Attribute. If Strength would affect HpMx or SAtk aswell i.e., but this isn't the Case. And if its for Melee range or whatever aswell, why are those Stats not shown in the Menu?
>My game has Stat/Attribute autism.
Nothing wrong with that if done well.
In the End, I wasn't complaining about the Build I got, or the Items, both work, I just died to not paying attention. I'll play it again later to see if I can figure out which Skills combo with each other, but the general Way will probably stay the same, that I'll just have one spammed Attackskill, and level all the support Skills otherwise.
Update:
Did another quick run, realized now the support skills are the one ment to be slotted into the active ones? That could really need some ingame explanation somewhere, I was assuming they were just passive Skills, hence why casttime increase did so little. Its pretty useless tho, makes them far too expensive for little to no benefit, so just putting one point into the Skill itself, and then dumping everything into Stat increases seems way stronger then all other Options. Also somehow ended up with 59XP, even tho every Enemy gives 10XP? I lost a XP somewhere along the Way.
Also checked through the Spells. Channeling ones are pretty useless, with the Amount of Time you have to stand still and the Amount of Ressources you have to burn for the Buffs, that only last 15s, you might aswell just pump those Points into actually powering up your Spell.
And apparently other Actives can be slotted onto aswell? Can I just slot every Skill into one? Or only if they at least share a common Element? Because that'd just mean I'd be spamming one skill even more. Sure, it gets more expensive the more I slot, but it caps out easily enough, with the amount of bonusMP/SP Skills that are available. But then I can't slot Toxic Orb onto Poison Bolt, so no Idea what merges with what anymore.