Great feedback, I wanted to speak about your sound feedback. As for the abilities, as gameplay design for abilities is being more concrete, we are making a conscious effort to have sound follow closely behind in terms of making which ability that is being used more obvious, as well as alerting players to the different states of those abilities (wind-up, release, etc). Right now tier 1 and 2 abilities are being worked on for all classes, I believe in this build most of the work that went in is on Vypress, Vigilist and Taurant, but more will follow.
In terms of your own sound and teammates sounds being too loud when compared to enemies, we have actually already built in a system for that, however, by your feedback it appears I may have used too light a hand and will look at it more closely and adjust accordingly.
I am so happy to hear that you are enjoying the ambient vibe so far. Really maps have gotten just a quick baseline treatment, and more will come, albeit at a lower priority than gameplay and ability sounds atm. The positive reinforcement was great to get though, as I was trying to build a peaceful and immersive setting that the battles can shatter. I do have a system in place to have the ambiance come up when out of combat and dampen when in combat for gameplay clarity- will look at that closely too so that the ambiance can stand out at the right times.
Thank you so much for taking the time and delivering some really well thought out feedback. Cheers!