So I did a little research in the forums and ofc on the battlefield. I also did a bit math and created an organigram to the core mechanics and how they behave to eachother. Putting all together with the following results:

The game has a high potential, aiming for esports competition. Currently it is far away from being that. On the first impression the mechanics and options dolook deep and comprehensively, but after playing for a while it just appears to be monotonous and a leak of options. That does count for all characters, even these with a wide moveset, especially when half of the moves appear to be redundant or inefficient. I will bring up a good example later. What I want to point out here first is, that the game does not provide a variety in combat.
At the moment the 1vs1 encounters (where I do think the game should be, and would gain the most profit from is balancing around 1vs1 on the top, and not somewhere in between.) are more like that: feint - feint - feint - feint aaaand..n no, its a fein - feint - feint - ATTEMPT, Parry, free GB, free damage - repeat.
No action, no diversity, no competition, no balance, no honor.

The game does focus to hard on defense. More than half of the classes focus on defense or counter: Peacekeeper, Lawbringer, Conqueror, Orochi, Valkyrie, Warlord; 2 of them focus on keeping your enemy at distance: Nobushi and Kensei; the shugoki is just too fat. There is like no opportunity in taking the advantage of attacking, whereas taking initiative should always provide an opportunity- or am I wrong? (An opportunity does not mean you smash your attacks). So why are there so few characters with even less tools to be aggressive and then there are so strong answers to aggression.
The outstanding example is parrying. It’s not hard, has no risk and grants an immense reward. It’s so ridiculous strong that it ousts a variety of the other mechanics. Example: Lawbringer has 4 follow ups on parries in his moveset. How many are beneficial? None. Cause parrying into GB is ways stronger. The Valkyrie’s deflect (Shoulderpin), as well as the other classes deflects are unnecessary- why risking a hit for a Light or a bleeding when you can parry into GB for a Free Heavy (or ledgediving). And please don’t tell me parrying is hard with a high risk. This also stifles every charge attack. These combot initiators are now rotting in the attic of every moveset. That does count for all hardmoves with an attack linked to them in the movesets.

The second point is that the game seems to focus around GB’s. Parry into GB, you punish dodges with GB, Blocking with GB, you can even punish feints with a GB. You can even GB some blocks (hello? Seriously?). And the most stupid thing about it is, that you actually counter a GB with a GB- it’s like beating scissor with scissor. Maybe it should be blocked by a dash + direction. Not that you dash, but throwing the GB attempt into the direction of that „dodge“ (just an idea so far).

Third point on my list are feints. They do cost stamina; come with risks, as you can Light tap them or even GB into them; and they do not work as the counter mechanic to parries. They are just weak (generally seen as a mechanic).

Fourth: Interessting point, just noticed this after finishing the overview, are the dashes initially linked with an attack. They seem to stand out as they are a counter (without giving your opponent the chance to answer that) to Lights, Heavies, Bash abilities, GB’s (well sometimes), regardless of the damage they do. The only thing viable against are feints. And these are somehow cheese in that situation as you have to lure out the dashslash to actually punish via parry (and that is a garanteed parry). Make them at least blockable.

I suggest more options for offensive, and for diversity for reactions. Especially for reactions to a reactions. A defensive mechanic leading to free damage without allowing any rereaction is just so stupid and we do have the current case of turtle games- I don’t understand why you couldn’t see that comming.

And please, no more 50/50 guessplay- Warden is just no fun to play atm. You just bash and bash and bash and bash- and this **** just ******* works. Really getting salty about that. Where is there here complexity? The game is just not as complex as people think it would be; but it could be. Hopefully you make this game a thing and proof your are honorful, Ubisoft.