Which is sorta depressing to me because I know how much stuff is obscure only because noone really spells it out for you and then a lot of people give up before really discovering anything. Whenever I was explaining very simple stuff to RL newbies "How was I supposed to know that" cropped up a ton. Back when I originally suggested a codex what the codex turned out to be wasn't what I had in mind, this is the kind of game that needs a *pedia, like the civ series does, easily browsable, clearly informative, conductive to putting two and two togather and establishing connections about features. I'm willing to bet that a simple infographic simply spelling out what what means and some very basic stuff without expecting any experimentation or brain using on the part of the player would push the point at which folks give up unbelievably (I know this because I made one for some buddies, but I'll be damned if I shared it, I see the game being frustrating and unapproachable as a design decision 3rd parties just have to accept).
Because what I see from the numbers is a large percentage of the people giving up before figuring out or getting to see anything at all. It's great when a game has a helpful community, not so great when it feels more like it needs one (if it wasn't for the wiki, I'd have never figured out anything in the alpha but the Monk. And some folks that gave up on the game before figuring anything out had to be told by a 3rd party what part's the elbow and what part's the arse and then they went back to the game after writing it off and discovered the actual game. Shocked "Why didn't the damned game tell me that?!" was a common reaction.). And this is coming from me, and I've played several Moba's who are, like, the epithome of encyclopedic learning of unintuitive mechanical interactions (with execution practice also involved). It's also part of why I never really felt like doing work on the wiki - the game doesn't give off a vibe like it really wants to even have one, despite the glaring fact that it's quite unplayable without one. As far as I know a good percentage of pople who bought the game and never got anywhere just don't look up wiki's for games, and they never had the initial learning curve kinks solved for them by it or a forum. Seeing this is pretty obvious, my conclusion is that the devs wanted it that way for whatever personal reasons, why mess with that?
You'd be amazed at how many people gave up just because trying to melee stuff with "the Fighter" didn't work. Or never figured out gods because they ran into GG with a Priest and decided gods aren't worth even touching afterwards ("If they did that to The Priest, wtf are they gonna do to anyone else?"), and stuff like that. Saying "The Fighter's the wizard and the Priest is the fighter" in an assuring tone of voice actually helped people out to just keep playing on more than one occasion, as stupid as that sounds. That's pretty much the first thing you have to tell most struggling newbies, in my experience, and then explain the concept of ding (kill stuff above your level, eat lower level stuff while you fight the boss) and then that they're meant to use glyphs with everything ever (to counter the immediate disbelieving "How the hell do I kill higher level stuff!?") and then confirm that "Yes, even with the fighter. He's not a Fighter he's a Wizard, remember. Oh, and the Priest, too, use glyphs with him, even though he's the Fighter, but buy him that sword. Just use glyphs on everything, don't think just listen to me and do it you'll believe it when you see it."). Turns the game from "unplayable" and "not for me" to "wow this game is great" in no time.