I thought the movement was fine.
Have different level difficulty characters. OW has it and it’s working with the player retention.
I would love for more verticality, and more maps with large indoor portions. I loved the level design for Evolve, but I did crave a map with half or more of the map being in a large indoor facility, and not like Broken Hill.
Slim and Sunny irked me from a design perspective, and I would have had Kraken play a little differently too. Maybe make him a ground CC monster but with his tentacles to increase his melee range.
Even though he was my favorite monster, spamming attacks from the sky seemed kinda dull.
My best take on this idea would to have a meter in tab or a scoreboard, that shows the likeliness of who would win. Then it tries to autobalance accordingly, however that aspect seems difficult and it might make a lot ot people upset.
A much simpler approach would be to have certain cutoffs, like power levels. Once a player is above power level 20 or so, then they get put into a pool of legacy and skilled veterans. That way they aren’t stomped when starting, and can learn the game.
As for my main points of focus, it would be the level design and other character concepts.
I really want to see an indoor-outdoor very spacy map, but I also want to see characters with diverse kits from what we’ve already seen, like how dynamic Emet was compared to the other supports.
I wouldn’t recommend making an Emet-like character, but I’ll see if I got any ideas I can put forward about a unique support/medic idea.