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Let us choose who to fight with next if we finish a match and have other fighters assigned to the mission.
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Have chests spew their contents into the air in a random feeze-frame pattern and then be absorbed by the player (synergizes with point 3) instead of throwing them down on the ground.
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Color chest item drops by their rarity instead of having them all yellow. With point 2 the player gets a nice quick overview of all the rarities of the items the chest dropped before absorbing them.
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Unless it’s there and I missed it: the SL tutorial should inform the player that letting a character sit out a turn heals them by 50% for free. I didn’t find this out until near the end of my first SL playthrough due to random tool-tips. This isn’t information that should be in a tool-tip and nowhere else.
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Daily rewards don’t explicitly state that the ‘multiplayer’ matches you have to win/play have to be SL multiplayer matches.
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I feel that the titles of the sub-menus in the Archives would be more intuitively placed at the bottom of the picture panels instead of at the top. This is due to the ‘x/x Items Completed’ and the ‘A Select B Back’ drawing the eyes to the bottom of the screen.
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It would be much easier to remember/identify what some of the enemy buffs are if they all had unique icons rather than all using exactly the same icon thereby making having an icon at all; pointless. Currently, Gargos buffs do this so there’s a precedent.
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The game doesn’t make it clear if Guardians ever drop. So far I’ve not had any drop and considering the Emporium is so full of Guardian packs I imagine they don’t drop at all.
EDIT:
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I would like the option to un-bind ‘use consumable’ from pushing right on the right stick if it is a ‘feature’ and not a bug as I’ve heard.
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When we’re spending or trading items or materials for something: tell us how many of that item/material we have in total. I feel like this is a no-brainer.