Don't know anything about codding but that sure sounds like a pain to do still I can totally see some sort of battle animation speed option like the one we saw in Eld but just as simple as that, maybe with different speed values.
It doesn't sound that hard to implement. At the most basic level you can just track how many battles you already had with a given enemy if you have it toggled on. 1st battle, no animation speedup, 2nd battle 25% speedup, 3rd battle 50% speedup, 4th battle 75% speedup, 5+th battle 100% speedup. Ezpz. The fresh battles you get to experience fully as intended (won't be so if there's a straight up 2-3x animation speed toggle hidden in the options, nobody will keep manually flicking that back and forth), then they get shorter as they get repetitive.
Lol you mean the exit of Ziggurat, yeah lots of people have problems with finding the exit mostly because of the fact that in chapter 3 there are 2 routes and only one uses the main entrance that is on 2F but if you notice in the chapter 3 when you reach the Imp City you have a "scene" of the city where you can also see the temple and the stairs that give acess to it going directly to the 2F but of course most people forget or not even notice that so it became a problem later on.
That's the one (I was trying to avoid spoilers, but then it's not a huge spoiler that yes you get in there and yes you get out). There's multiple things that compound here:
- multiple routes mean players might not even enter through where they're supposed to leave, yeah
- the players enter the Ziggurat in a different chapter than they exit it, so there's really no reason to expect they'll remember it, especially since they might(?) experience a forced level change for plot reasons soon after entering
- there's two guard's training area <-> 2F connections, so with how zoomed in the view is at a glance the exit just looks like the other entryway to there, not something that leads somewhere different entirely
- entering the area which connects to the exit from the south (guards -> 2F hub -> exit) means you basically have to advance by going back which isn't intuitive at all
- entering at 2F is just unintuitive. This can be fixed if the entrance level would be called "ground floor" or 1F depending on the convention chosen, while the level below that would be called a Basement, 1B, Dungeon or somesuch
If this layout is to be kept, one way to help would be for the connection to the exit to be a different color. For example say there's shining magical rubies near the entrance or something and so there's a red glow spilling out of it into that 2F hub, while the guard's training area has sapphires and the glow is blue.
That's another good one, even became a meme in the discord server, don't really know if you need a better explanation, it kinda already tells you everything you need to know, I think the big problem is that most people just equipped it right away without even reading properly and then when they went to fight the next boss or started chapter 6 they were all "Hey, now all enemies suck my mana off, buuh bad game design" the dev even had to add a "buff information icon" during battles to see if people noticed the issue by themselves but it doesn't work for everyone.
Sure, people just assume it's good (rather than Super Situational and outright bad otherwise) with how talked up it gets in the plot and equip it right away, but there's more to it. Firstly the description is phrased awkwardly, a bit like maybe getting damaged should GIVE you mana, not take it away. Secondly there's a large gap (mental one too - the player gets it when they can reasonably be expected to be like "I did it, this is a post-victory party, no more fighting in this chapter") between getting and equipping the artifact and then getting into a fight, and that fight is likely with enemies who are described as weird, dangerous, wrong and corrupted so them messing with mechanics is not completely unexpected.
There's a simple solution to all the confusion, which is to force-equip it and then have a quick one round combat where Nefris just takes a swipe at the player with some dialogue that this is to demonstrate what the artifact does (N: "Ready? [smack]", MC: "wow this hurt less than I would have thought, but I also feel a bit drained?"), right after the player gets it. If after that a player still doesn't get it there's just no helping them.
The problem here is "Immortal's Wisdom" Enet unique skill, that replaces "Aim" (yeah what you see is not exactly elucidate but a buff that doesn't activate every time unless you are using Yil covenant) with a new buff that go down after sometime, so Elucidate information would need to have its own icon unrelated to the respective buffs of each skill, but the idea of more information with each cast is a good one too I always miss the fandom page because you could check the enemies attack types (magical/physical), respective element(s) and raw power when the case, something that you can't do in game unfortunately so I would like to see that kind of extra info in-game if possible.
Ideally there's be a new icon to access the encyclopedia, the "click on aim buff" idea is for if a new icon wasn't made. The alternative elucidate isn't a problem because the icon can just have the same effect on click, or there can just be two separate effects that are both applied at once - aim/wisdom (depending on the skill) and encyclopedia (applied by both skills). A skill could already apply multiple effects no problem after all, see Captivate with ALR tactics.
The problem here is that I can't see the dev adding such an "OP" QoL like that here, like you said much of the combat is related to timing, one wrong option and you are dead such QoL would remove that issue and I don't think he wants that.
It's pure QoL though. This information is already there, it's just presented obtusely: you can see the enemy bar and how fast it's filling up, and your actions other than getting speed buffs/debuffs mid-fight always take the same amount of time each. It's 100% deterministic whether you'll get to act again or not given what choice of move and there's enough information to know that before clicking, it's just all obfuscated by the UI.
With that being said I hope you have luck with your "Suggestions" that has actually the name of the dircord channel that is now "Feedback" mostly because everyone was making suggestions related to fetishes or on how to make the game "much easier" but that doesn't mean that they are not open to good suggestion if they are related to gameplay, mechanic or QoL improvements so just go ahead and join the server if you can.
Sure, you can put these in #feedback channel in the discord server.
Yeah I was hoping for some other option, I'm much more comfortable with forums like this one than discord. Ah well, I'll think about it.