So, I played a bit more last night. I can safely say that I understand the complaints that people had about certain flying mob hit boxes. I think it was the insect creatures that just had this tiny hitbox, and maybe that explains some of my earlier complaints about it seeming like my sword would go through enemies and not hit them. (I recall it happening with flying enemies.)
Although, I think the worst thing that I ran into last night was in the Necropolis. I ran into a sound bug where it seems like a bunch of sound effects got stuck in the queue and just kept playing over and over. The only way to fix it was to restart the game.
I beat the boss that's definitely an homage to The Butcher, and I couldn't help but notice just how... easy he was. Although, I don't know if he had a centered AoE, but I swear I kept taking damage from his frontal attack when I was technically behind him due to my character model kind of being inside of his. I'm assuming it could be related to AoE cones starting at the model's center rather than at a distance? Anyway, I think the boss could use a more effective AI. It just kept attacking in front of it after I would roll out of the way, which made it fairly trivial.
I'm not sure if this already exists in the game or not, but I'd like an indication for when a skill will gain a new skill point.
That's how pretty much every ARPG is at the start though. I can't think of a single ARPG where you start off as a certain character and you don't end up playing a different style for the first levels. Even as a mage I have been forced to tank a few times when my spells weren't as effective or I didn't have any decent spells. I stuck to using a staff the entire time, but there were plenty of times when I had to change up my play style for a boss. Though ever since level 15 I've been steamrolling the game as a pure mage, so there's that.
I don't disagree that you'll usually switch up your play style as you progress -- especially if you have gear that orients you a specific way. I guess it's more of a complaint that as much as the game wants to promote an unhindered class setup, starting a melee character seems so pigeonholed into running sword-n-board. I don't think this is a
bad thing, but more or less I was wondering if there was a way to make certain gear layouts more effective from an intrinsic standpoint. That's why I suggested the idea of heavier gear making you more defensive but it causes you to move slower. (Yes, I know there is passive that plays this way too.)
I think part of it came from how I was looking to go with a Rogue-like character, but that dual-wielding -- something I typically attribute to Rogues -- felt so weak. I've watched some YouTube videos and I've seen some players using those items that let them cast spells on a melee character, and I didn't know if that would be something that I should consider.