A few suggestions from just about an hour of playing on both Death Sentence, and then casual difficulties;
1) Casual desperately needs an EXP boost/cost reduction. We're here for the plot and/or "plot", not the grind. That what casual means. I rapidly found myself facing enemies 50% above my level, at which point casual feels like death sentence.
2) Leveling up and having every enemy in the area start spawning one level higher to match is the most unrewarding thing I have ever seen in gaming. Literally happening as I am progressing through the area and being able to see the spawn range from where I leveled up is not great.
3) The camera angle needed to aim ranged attacks has terrible visibility. The number of times I died to a ranged/magic attack that came at me through the combination of my own attack visuals and a giant boss charging at my face, staggered me, took a big chunk of my health, and ensured I got hit by enough other attacks to finish me off is painfully high for the short amount of playtime I put in. The different visuals need to be made more and less visible to reach a level where you can actually see what's going on.
4) Please give us the option to have defeat scenes remove the armor. We all know why we're here.
5) The thorn plant tentacle things are the most frustrating melee experience I have had in any game ever. Every melee attack has a built in forward motion which carries me directly into their bind range. Then there is a lack of any visual indicator of my progress on escaping that bind, so I wasn't even sure I was hitting the right buttons the first time I died to this.
6) Out of combat quality of life could be SO MUCH better. Limited stamina and glacial mana regen means that running between locations and recovering before the next fight is painfully slow. If I am not taking damage, dealing damage, or being chased by something I should have a faster rate of mana regen and unlimited sprint. Just make it so sprint doesn't care about being at 0 stamina out of combat and I'll take every fight with 0 stamina. I don't care.
7) Some hit boxes are laughably inaccurate to the visuals. When a Dust drops rocks I have been 2 full rock widths away from the point of impact and still been staggered and taken damage. That's no fun.
8) The sound for hitting an enemy with a sword and for hitting a wall with that same sword are either the exact same file or so close that I can't tell them apart. With how loud that sound is compared to any grunts from the enemy getting hit I can't even hear the grunts. When I have an enemy stun locked against a wall and am just hitting it until it dies, if it slides off to the side, because of the small knockback and forward motion built into melee attacks, and I miss a hit, then the stunlock is over, but I still got the same audio I would if I had hit. The enemy is now taking a swing at me when my audio is telling me he should still be stunned. Making the wall hit and the enemy hit distinctive would help the playability a lot.