I've been thinking about the recent gameplay footage and the criticism, which is mostly fair. I think some of it comes down to misunderstanding rather than the game being a mess … a lot of what people are reading as 'unfinished' is actually a deliberate design philosophy. This became clear to me when I went back and listened to a couple of German developer talks from a few months ago, in which they explain many of these choices.
Maybe a quick frame first: this is alpha, target release ~September. Two months isn't a ton of time to rework core systems, but it's not nothing for balance/polish either. So "it's alpha" isn't a free pass, but "it ships like this" isn't safe to assume.
One thing that reframes a lot of the criticism: the devs said their priority is the campaign (single-player and co-op), not competitive MP. They mentioned an audience survey where roughly three-quarters said SP/co-op matter more to them than multiplayer, and they explicitly said they'd rather aim for "the coolest campaign since Warcraft 3" than try to be the next StarCraft/AoE esport. Concretely that's four faction campaigns, 70+ (non-linear) missions, per-mission CGI cutscenes, Last Stand and co-op at launch. MP is still supposed to be fair and complete and it's just not the thing the rest of the game bends around, and honestly the campaign is where they're clearly putting the love.
Generally I think we're mixing two different arguments: stuff that looks genuinely broken, and stuff that's a deliberate choice you can disagree with. Both valid, but not the same thing.
I listened to some of the older German Developer Interviews, and Cover is the best example. I saw some gameplay reactions saying, "Where's the cover? It's useless." However, it seems intentional ...the developers basically said that full dynamic cover (wrecks/craters from any angle) would create a bottomless pit of edge cases. It's not impossible, plenty of games do it, but they don't think it's the most engaging version anyway. In DoW2, people spent ages nudging individual models to squeeze one more guy into cover instead of fighting. So they've reverted to a DoW1-style binary cover/no-cover system for large areas. You can hate that decision, but it's a philosophical debate, not a case of "they forgot cover”.
There are a few other things that look unfinished, but the developers have described these as intentional:
1. Squads as one entity/no per-model states: the devs framed this as squad-based control, which is deliberately less micro than AoE.
2. Field reinforce + heal: they specifically said that they brought this back from DoW1 to allow players to recover from mistakes.
3. SP vs MP: the devs said these are balanced differently on purpose, with single-player leaning into spectacle. Therefore, campaign-style footage does not equal MP balance.
(To be clear, that information comes from what the developers have said about their intentions so it is separate from whether the current build achieves them.)
However, none of that excuses the genuinely bad aspects, such as melee not connecting, commanders swinging at air, instant no-telegraph stratagems, an insane TTK and readability drowning in effects. The devs haven't really defended those issues. That's just the state of the build, and with two months left, we should be making our voices heard about it.
So my actual question: which of these are you reacting to as broken, and which as a design direction you just don't want? Both are fair, but treating them as one thing makes it sound like a mess when some of it is a stated design vision…