EQUIPMENT
Issues with equipment.
-There are pieces of gear that are inferior to other items, DESPITE being the same star rank, leaving players with limited choices for effective gear.
There's one in particular that I want to point out. The Chaos Set. You have negative resist to EVERY STATUS IN THE GAME, inferior defense compared to the Grey Feather and Divine sets (including status resists you'd miss out on!), and what do you get as the tradeoff?
Damage Bonus: Low, for either equip.
WHAT? Seriously, what? At least give it CTR Low if the defense and resists are that terrible; I mean, really!
-Fang of Vog needs to be stronger than it is right now; while its charge attack is the best in the game in certain situations, even with maxed fire resist, it still hits you hard. That and it takes 1120 energy for 14 full tier 3 runs to get the Almirian Seals necessary. Vanaduke is currently the hardest boss in the game in the hardest boss stratum in the game which deals one of the most problematic statuses on a regular basis; Fire. Other weapons comparable in usefulness to this can just be crafted; Fang of Vog is currently the hardest weapon to get...
-Some guns' charge attacks still arent' good even with the last buff patch, particularly Argent Peacemaker and Sentenza, where using the charge is actually a very, very bad idea. Leaves you open, only good for slow moving enemies, and doesn't deal enough damage to make up for it...
-Bombs sometimes disappear when used (they don't detonate).
-Some three-hit swords have an issue where the third hit won't connect.
ENEMIES
Issues with enemies.
-Flinching doesn't make Jellies stop using their spike move; it still hits.
-Skellies have a very, very glitchy grab. Sometimes, when shoved mid-grab, they attack the air. Sometimes they don't even grab a player and attack twice in quick succession, with them still immobilized.
-Vanaduke gets stuck on the corners of his room on occasion.
-Darkfang Menders can revive other Menders, and the ressurected DM can use all the skills that would otherwise be limited again (AoE healing, reviving, shielding). Either change this, or make it so they can't heal themselves, but still revive other menders. If that's overkill, maybe remove the self healing, but make them heal over time? Their Ember Bolt and staff attacks cannot be seen coming and no matter how weak they are, they're still cheap as hell. Remove them, or at least give some warning that they're going to use them; sometimes they run, sometimes they turn around suddenly and hit you. Tier 3 is meant to be hard. Don't make it cheap, don't shove artificial difficulty in there and call it a day; it just makes things... not fun. Heck, Wings are perfectly fine, why make menders so much more powerful? A single DM mender can keep an entire arena or danger room mob alive just because of AoE heal spam.
-Darkfang Thwackers' spin attacks are just unfair, almost like Menders' staff attacks and EBs. You only have a fourth of a second to react, and then you get sent flying and stunned; usually if you shield you get knocked into obstacles, since these guys are common in danger rooms.
-Wolvers teleport mid-attack ([edit] or right before attacking), sometimes randomly; sometimes they teleport far enough away that they attack away from you, but if you get close they automagically turn around and hit you. Cheapskates. They also block movement at the place they're teleporting to before they quite get there.
-Fiends should flinch every time they get hit; they flinch no matter what hits them when they attack, and even when you have a fast weapon, you hit them once and then they start attacking and hit you before your next strike connects. Even when it's fast. Just fixing this would make them a lot less stupidly powerful compared to other mobs.
-Mecha Knights' shields stay in the same place and still impede movement and projectiles even when the knight in question is shoved away. Their third attack in their normal combo hits farther ahead than actually displayed. (NOTE: This is also a problem with Phantoms, if not more of a problem with them.)
-Rocket Puppies. Nerf them. Need I say much else? They're utter hell in groups of more than three; you can't shield, you can't dodge, you can only hit what you can while you've got hit-invulnerability and burn through your health capsules.
SOUND
Problems with sound effects and music.
-If too many sounds are playing at once, some don't play.
-We need a notable warning for when our health gets dangerously low. Sometimes people forget.
-The battle tune, used in arenas and danger rooms, is too loud compared to other tunes. So is the victory tune.
-The normal clockwork tunnel music is too quiet compared to the other tunes.
-On rare occasion, the level music still plays even when the battle music is playing.
OTHER
Miscellaneous issues not belonging in any of the above sections.
-It's kind of unfair how you don't know when you'll get left with one bar of health after the next attack or not.
-Trinkets need to have more of an effect on your defense, given the massive token cost.
-Levels need to be balanced in terms of crown and heat payout.
-Enemies stunned during attacks sometimes attack before their animation gets to the attacking point.
-Arenas, no matter what type they are, are dominated by Constructs.
No.