Many other posters have written about major areas for improvement, which is great, but will take time. I write this post hoping to highlight smaller issues and suggestions that can hopefully be quick-fixed, to sand off some edges while the rest of it is in the works.
Menu
- Sometimes, the play button will be disabled when returning from a game. Have to switch to a different tab then switch back to re-enable it.
Store
- Some of the regional pricing is off, with the components being cheaper or almost cheaper than the bundle.
- You probably don't want to back down from existing prices which I feel are very high, but introducing new bundles and periodic sales can get more purchases without officially lowering prices.
Co-op tab
- When hovering over the level number and the circular exp bar, a tooltip should display the exact current/next number.
- The last used commander should be auto selected.
- When levelling up, the end of game screen should show the newly gained level with/instead of the next one.
- Maloc's voice line plays at the same time when you select Kastiel.
- Secondary objective experience doesn't seem to be listed. In general, experience feels more stingy than pre-patch.
In-game (ui/ux)
- Unit-targeted abilities should have "click-through" functionality. When clicking at the vicinity of multiple clickboxes, it should consider only valid targets instead of failing at the first invalid target. If you try to abduct an enemy standing near a tall building, hero or air unit, it will currently show the 🚫 icon instead of ignoring them and allowing you to select the valid target.
- It's possible to lose the cursor on a crowded screen, an option to increase its size and flashiness would be nice.
- Quickcast as an option for some spellcasts.
- The new AoE indicators are nice but a similar cast range indicator should be there too.
- Allow keyboard repeat so I don't get more rsi each time I dump my vaults or queue units.
Units and buildings
- The Saber feels a bit more awkward to use than the equivalent siege units since you must target the farthest enemy. Maybe allow them to pierce the primary target so the whole line AoE is always active.
- Hellborne and other slow-charging units: other games use "buffer range", the target must leave attack range + buffer to cancel an in-progress attack.
Co-op games
- Any creep bounties should be shared across the team so that people aren't fighting for it. Includes the MOBA friendlies, I don't want to play last-hit in this game.
- 200 supply cap is pretty harsh, especially if you are soloing, or your teammate suffered a big setback and you didn't, or you pushed too slowly and are facing multiple huge late game attack waves. Maybe 250?
- Warz' spinning blade location is bugged when returning to him.
- I agree with Warz timed-life fiends, but non-permanent summons (including his summoned flyers) shouldn't take up supply cap.
- All commanders should have their most key upgrade before lv5 so the f2p players aren't hamstrung. Warz should get a weaker version of his lv9 upgrade at baseline, like plague axes + brute goo infests. Maloc needs his only anti-air unit baseline too. Possibly lock some of its strength behind a level, but as-is, f2p Maloc is suffering against mass air enemies.
- Auralanna should start with an archangel, so that her hero has something worthy of healing. Otherwise, she will not be able to do early pushes like the rest of the heroes can.
- I see no reason why all gear has to be locked to one arbitrary slot, just make it interchangeable. It might also be cooler and more visible for new players if you add a third slot available immediately. Possibly nerf some overly-strong gear to compensate for 3 gear slots.
- MOBA map sometimes feels disproportionately hard. Not when we are all doing well, but any disasters snowball really strongly. The enemy hero units are possibly too tanky, if a teammate isn't pulling weight you have to be in 2-3 places at once, and if you take any serious losses, the constant fighting and enemy ramping up can lead to a death spiral.
- Kastiel is a bit too cracked, even compared to Amara. The main culprit is probably King's Watch.
- In general, I feel like attack waves should be nerfed a bit and base defenders buffed significantly. The correct thing to do seems to be to kill bases over maximising econ/tech.