You guys are all so kind, thanks for the feedback!
We've really focused hard on the combat, combos and general feel of them overall this week. I'm forever tweaking it in the engine but it's important to us that it's satisfying and rewarding so we've now introduced a hit chain bar, that decreases overtime, but each successful hit notches it up (on a per damage done basis, so it's fair with all weapons). Once said bar is full, you have a couple of seconds to perform a special attack which vary depending on the weapon, this is done by holding RT to 'arm' it, then attacking. After the attack, the special is then on a cooldown for a little time.
Here are the (still early and WIP) specials we're experimenting with:
Sword Special - 8 Projectiles, good for weakening, if not taking out enemies around you in a pinch.
Axe Special - Large crowd control stunning attack that stuns all enemies within its radius.
Claws Special - Flurry attack for fast and direct damage, good for bosses or harder single enemies.
The top right is a very W.I.P mini-map, basically just me fiddling with it, ignore that for now, more on that later!