Issue with hitbox
Constantly with other players or going solo before enemy’s have an animation with an attack you get hit before the animation causing you not being able to block or parry which can be very frustrating along with that a heavy attack that knocks enemy’s back super far the enemy goes flying before the animation triggers causing dissatisfaction the last issue I’ve seen is that when you knock an enemy back at a ledge they don’t fall causing your character fall of a ledge trying to attack the enemy which I know lots a of people are finding very frustrating.
A ring on the ground indicating the range of specific enemy AOE attacks would be nice. Similar to the exploding barrels. I often evade a large telegraphed attack thinking I'm out of range, only to get killed by it. I find the enemy AOEs to be the worst in this regard. Perhaps it's me and I need to do better (I know I can improve) but I think this issue is where a lot of the cheapness comes from. Dying in games is almost always annoying but there's a fine line between challenge and cheapness. When a game is challenging you feel at fault and try to do better. When a game is cheap it's only frustrating.
Patch in some simple colored lines that follow the hit box edges along the ground (the effect would be like air streams or sparks). This would help players understand the mechanics better and differentiate between hit box issues and "lag").
I too struggle, with clunky responses and 2 inch spears appearing to have a 5 foot wide hit box. It doesn't need to be realistic but just needs to connect the animation to the collision logic.