It'd also be cool if you guys rewrote your network code to include lag prediction/interpolation. It'd fix like a billion problems with people getting hit by things that aren't anywhere near them.
Also fix issues with player commands being executed out of order on the server... that's just a terrible design oversight. For example if you shoot a gun, then spin, your projectile will fly off in a new direction instead of the direction you were aiming when you fired.
Moving my mouse cursor while I'm in another program or on the desktop and SK is open but minimized is a big no no. Triggers often when CE is bought/sold on the market.
And if you want these in your bug report system, you can put them there yourself, it is not our responsibility to fix the game for three rings.
Okay, I'll be adding feedback here as I go.
Missions: seem good so far
Charge bar: I think it will be helpful for parties and new players who are getting a hang of, let's say, bombing? :P I see nothing wrong with it at the moment, but will try it more.
Difficulty settings: I like it a lot! I'm going to have to test it some more.
Misc.: I assume the red and green dots are for testing reasons? Or do they mean something?
Red Flash on damage: I like it. It also let's us know more when we are low on HP and when to be more careful. It also makes the game harder in a way...
Sprites
Overall: I don't like how sprites are stronger than when you try them and then get weaker after receiving them. While I understand letting the player try the sprites, it seems to rip the player off because in a way. I was thinking my Maskeraith would start with the cloak, when it started with a somewhat weak caustic quills. Is this for the testing server? Or will this be how it is in the game?
Drakon: for T1, the normal attack seems a bit strong. :\ (OHKO almost everything, and almost did the battle pod completely in.)
Seraphynx: beam seems a bit short range...but meh I need to get used to it. It seems like a protective move, as far as I can see. (Which is a good thing) The heart attack seems useless...maybe my luck is real bad?
Maskeraith: I like it alot, but that might be me. :\
Bugs and oversights (I'm probably pointing out a lot which has already been known of. I'm just being thorough!)
After getting hit, the whole screen flashed (so fast I couldn't see what it looked like) instead of turning red. Was the first time I got hit in the level.
In the first level of The Phantom Mask, at the part with the statue and the two buttons, it is impossible to place the statue on the left button.
Maskeraith's needle-strike-thing hit a gremlin who was partially hidden behind a block, but it didn't have any effect.
The backs of the breaker shields look odd. (Texture glitch?)
The difficulty slider shows up on every level, even levels which don't have any fighting.
When the sprite guy is telling you about a sprite, and you say " sounds like the sprite for me!" he asks you which one you want again. Also, as soon as you accept your sprite it's impossible to read what the guy's message is as it instantly jumps to the mission completed window.
Spark of life starts me with a big energy blast? Dieing for the first time always revives me? It seems odd...
In the battle for the second level of The Collecter, for the first fight I had the gates drop and the battle music finish before I finished killing the mecha knights for the final wave.
Caustic quills don't stack on a single target (intentional?)
In the hardest difficulty, my stuff was at level 3 after the snarby boss level, but the heat from the previous level only brought my gear to level 2, not 3. I think the gear actually leveled up to 3 without showing it.