It's also mentioning that the camera in this game is one of the worst I've ever dealt with. Whenever you lock onto something or do anything else that shifts the camera, it will stick there and not return to the position that makes sense. This makes playing the game extremely confusing, and you need to constantly reset the camera if you play with gyro controls like I do. This reaches the level of actually giving you a disadvantage. If someone knocks you away and you fall, resetting the camera will point it away from the opponent, meaning you have to take your sweet time turning around, giving the enemy time to gain even more advantage over you.
The announcer is extremely annoying (both in the way he sounds and what he's saying), I don't care how great the next track is, or whether something popped up on the monitor in WMA, none of these are relevant to the game.
The lock on system is pretty bad too, as it doesn't give you much in the way of selecting a target, and sometimes it can select something at a seemingly random angle rather than what you're looking at, causing you to take a sharp turn to approach something you weren't interested in at all. This means that picking the right target in a crowd of enemies to have a chance to win a fight is down to luck.
It also seems that the game handles latency in a pretty nasty way, making things extremely confusing when someone is lagging, animations end and you're stuck there unable to do anything, and then you randomly teleport and perform the action you were supposed to do a couple of seconds ago. I guess this is what I get for living in Europe, far away from people I probably end up playing with.
Having 2 maps, one of which has no design to speak of (WNA Academy) isn't fun either, especially if you look for a match on the other map, and you get sent to WNA again, which removes any strategy from the game.
I think this game needed more time spent in QA, and more time put into designing the mechanics of it. A proper tutorial to explain how the game works to players would improve the game a lot as well, as most haven't bothered to read how parrying works. Right now playing the game means putting up with camera that actively gets in the way (and I'm battle hardened with early 3D games with really bad cameras, this one takes things to a new level), mechanics that despite intended depth are actually just random button mashing and luck. The interface is pretty janky too (you have to wait for the battle rewards to pop up and dismiss them before being able to continue, and it feels like they wait for you to press some button to reveal itself, and then they make you wait for a couple of seconds before you can dismiss the dialog). The main menu is basically guessing before you figure out what all icons mean. Relying on the web browser for the whole tutorial funnel and showing youtube videos that require a couple repeated button presses to close doesn't feel professional too.
Frame drops in the dojo (when waiting for a match) and during the opening of a match don't feel too good either, and the game seems to be quite fond of dropping frames at random, even looking around can cause the game to stutter a bit, something I thought wouldn't happen in an online game that targets 60FPS. If there's any DRS, it's extremely light (I've seen things that look like extremely brief resolution drops in seemingly random spots). Proper DRS could help this game run much better.
Also, the fact that this game is punishing you for viewing the home button for any period of time isn't fun either, the only purpose it serves is a quick way to leave a lobby or something, with an annoying dialog that pops up every time.
Right now, the best way to go about this game is to ignore it for a while so developers can iron some of these problems out (UX stuff, bad tutorial, performance issues, and maybe a better way to handle latency). Even though the game came out, it feels like a rough prototype in action, even if everything else seems to be polished up to a state where it's presentable.