Lot of problems with your current UX design, but fortunately most of them are easy to fix.

  1. The user needs to be able to back out of any screen to the main menu. Currently, it's impossible to leave the "group leader is matchmaking" screen and the hero select screen after readying for a match. In the former case, it's possible for joining a group match to fail, and the user will be stuck at that screen forever since there's no way to exit out of it. In the latter case, it's possible for 6 players to quit while you're waiting at the hero select screen, leaving you with a match almost entirely made up of bots, and you have to sit there waiting for the one remaining person to finish picking a hero, for the map to load, and for the map load cutscene to play, before you can quit out.
  2. There are several things that either block user input for several seconds or pull the user out of menus, and that shouldn't happen. That map load cutscene, the victory cutscene, and plenty of other interstitial UI animations and popups. In a duel match, if I want to pull up my moveset list between rounds, I can't do that, because half the time my inputs are suppressed (so I can't open the menu) and the other half of the time a UI animation is pulling me out of the menu to show me a scoreboard I don't need to see. Similarly, the "unlocked a customisation option" popup in the post-match progress summary blocks user input, preventing us from skipping the progress summary.
  3. For the love of god, some confirmation dialogues when spending silver. There's no confirmation dialogue when you buy a new execution animation, and that's a ton of silver to have instantly disappear because you misclicked, or because you assumed that clicking that option would at least give you a preview of the animation before you spent your money.
  4. Speaking of which, in the character customisation screen, you need to provide better previews of things. For one thing, we should be able to rotate the character model at any time without having to go to the full preview screen. For another, we should be able to trigger animations or switch poses; several characters, such as the Warden, have poses that cover up their chest, making it difficult to see what their chest armour looks like. This includes the ability to preview execution moves and emotes. Also, we should be able to customise heroes we haven't unlocked. For example, switching the gender or colour scheme, so we can get an idea what that hero will look like once it's unlocked. There's no reason to deny the option to us, the hero's still locked, regardless, so it's not like we can use it in-game.
  5. Minor thing, but some of the shield backgrounds for the emblem design aren't centred properly. For example, several of the backgrounds are styled like heater shields, curving to a single point at the bottom, but if you line a design up on one of them so a central line intersects with the point, and then switch to a different heater shield style background, it won't line up with the point anymore. The designs all do seem bilaterally symmetrical, so just make sure to align the centre-lines of each one with the others.
  6. Keyboard keys are displayed poorly on the UI. The tab and space symbols you've chosen are not intuitive to most users, and likely never will be, since nobody's keyboard looks like that anymore. The tab button should just be a button with "Tab" written on it, and the space button should just be a button with "Space" written on it. That's how they've been displayed in UIs for years, it's what people are used to. The keyboard shotcuts themselves are also poorly chosen, probably because you designed this UI to be displayed on a TV and manipulated with a controller. If you care about PC players at all, I'd recommend building a totally separate UI for us, but since I'm guessing you don't, I'll just recommend making it easier to click on the options you currently place in the bottom-right corner of the screen. Make them bigger, more responsive to clicks, and give them more obvious highlights when the mouse is over them, and maybe consider moving them to somewhere closer to the centre of the screen, where all your other UI elements are.
  7. Sliders in the options menu. An absolutely tragic disaster. You have percentile sliders (like the voice volume sliders under Audio) that can only be adjusted by one unit at a time. Add mouse control to all of your sliders—and don't half-*** it, either, add both click and drag support. This is elementary stuff, folks, come on. (Also, those sliders really don't need to be percentile. 0-20 at most.) Oh, and, speaking of which, "voice in" and "voice out" don't mean what you obviously think they mean. Change "voice in volume" to "voice transmit volume" and "voice out volume" to "voice receive volume."
  8. It's really unclear what "stance sensitivity" even does. Presumably, it's the magnitude of delta/time in the directional cone necessary to trigger a stance change, but it's very difficult to see a difference. You know how many games needlessly provide a test screen for adjusting brightness and gamma to the appropriate level? Provide a calibration screen to test stance sensitivity settings. Also: a second option for adjusting how wide those directional cones are would be a very good idea; think of it like a joystick dead zone, but for your stance system. It'll particularly help mouse users.
  9. Should be able to accept a friend invite into a group in-game, shouldn't need to use the Uplay overlay for that. Especially since the Uplay overlay can be disabled.
  10. Those "how to play" videos all show the controls for for Xbox controllers. Record alternate versions for mouse and keyboard, and play them when the user doesn't have a gamepad plugged in. Also, allow us to pause, rewind, and fast forward them. We might want to watch an explanation a couple times, and don't want to sit through 45 seconds of video to see it again.
  11. Your tutorial and practice modes are insufficient. Here's what you need to do. First: you need to provide options to practice full brawl and dominion matches (player vs. AI versions alone aren't sufficient, people will want to play alone to build map awareness). Second: when playing a duel vs. the AI, we need to be able to choose which class we're going to fight (so we can practice against specific classes). Third: you need to provide tutorials for each of the classes, which allow us to practice each of that class's moves, for as long as we want. The game doesn't give strong feedback for when you've succeeded with certain things—like unblockable combo hits. We need to be able to practice, for example, the Berserker's chain into dauntless move, or the Raider's controlled throw, in an environment that gives visual feedback when it succeeds.
  12. Oh, and speaking of which, you've done a really poor job of explaining the feats. That system isn't described in any of the tutorial videos or the in-game tutorial.
  13. Obvious one: you've got all these links to the forums on the main menu, but they open in the Uplay overlay, which doesn't automatically log the user in to their forum account. And for users that rely on password managers (which they have to, since Uplay's password policy would be considered laughably inept in the late 90s), that's a problem.