A lot of people seem to praise the gameplay here, after 36 hours, I honestly beg to differ.
This game has way too many bad designs that get into the way of gunplay, it's a shooter that emphasize mobility, yet mobility itself doesn't actually change your playstyle or give an edge to combat that makes it something you need to master, and the levels often tunnel you through tight corridors and caves/underground ruins that makes 3D traversing a real chore since you gonna bump your head everywhere. The most "mobility based" action I found during my playthrough is pressing ctrl to dodge enemy's incoming projectile and that's it, flying isn't for combat, there's no advanced technique that need to be mastered or require player's finesse, you find a crowd, you spam Q and E and hold down LMB at them and that's it, there's even no thought into using ability aside from setting up primer and activate detonator. It's all fluffs that hide its shallowness behind the visual galore that looks like a unicorn vomit into your screen.
If the gunplay is good, guns should feel good to shoot with right? But where are the good guns? Such fantasy scifi setting featuring highly advanced exosuits somehow still hold on to current time weaponry, there's not even an energy gun in sight. It's especially hilarious when my Storm who can literally throw fireball out of nowhere can also pull out a big ass filthy light machine gun held together by duct tape from his hip, because a wizard totally should wield such savage relic like that. Automatic guns do kick on the screen but character's animation doesn't reflect that, enemies get tiny little impact from bullet, braindead AI that can't be arse to react to your attack and respond properly. How can I enjoy gunplay when it doesn't engage me at all? It just boggles my mind how shamelessly dull moment to moment gameplay in this game is and I'm kinda suprised people actually find it interesting at all. At least in The Division, I'm always on the move, rotating cover, actually using utilities and skills properly and not spamming them like a braindead maniac.
And then there comes the end game. My Storm has 390 gear level and somehow the game turns completely into a cover shooter in Stronghold GM1 (day one patch corrected GM1's description, now it requires gear level above 400, not 300 lol). Sniper one shot me even with full shield, scar grunt one hit melee me, and the game suddenly punishes me for using mobility because flying around = death sentence due to all those hitscan shots. Completing the second Stronghold on GM1 is fucking tedious, the loot is shit, the boss has terrible attack paragraph and windup animation, and the way the game spawned enemies on your sides behind cover is just cheap as hell.
It's maddening how so many mistakes in basic game design make their way into a game developed by a studio on this caliber. It legit feels like a product from an amateur team that only had time to lay out basic concept and happened to receive a large funding to make a demo, somehow became a premium product.