Ash Tactical Needs Rework
Ash's tactical at this moment is extremely inconsistent:
1) The actual area where the trapped can move freely is way bigger than the displayed blazing circle. If we compare this area/character model ratio to the one in Titanfall 2, this is way too big and does not make sense at all. The trapped player can simply tank the 20 damage and shoot back.
2) Given the fact the trap is only effective for 3 seconds once triggered, the trapped player will only get slowed for less than 1 seconds at the outer edge of the circle, assuming the player is escaping from the center of the ring. This ability is a joke, compared to the Caustic trap:
i) Caustic trap stuns player immediately and last for at least 1 seconds;
ii) Caustic trap makes no sounds once activated;
iii) Caustic trap has multiple charges and does AOE damage.
If Ash did not have a smaller hitbox than Caustic, the Caustic trap wins almost in every single way. It almost like comparing a better arc trap from Titanfall 1 with a nerfed tether trap from Titanfall 2.
My advice?
1) Either shrink the area where a trapped player can move freely, so that the player starts to get slowed BEFORE they get out of the blazing circle. Currently players only get slowed when they are outside of the indicated circle, that's too large to be effective. Even a perfectly connected/timed arc star cannot hit a trapped player, as they can always escape at the very last second.
2) Or extend the effective period by 1 second. This allows a perfect timed arc star to hit at least.
I'm not here to comment on Ash's other abilities. Both of these are simply to make Ash feel more consistent. Ash and Wraith shares pretty much the same story: Their tactical ability relies on mostly the stupidity of the opponent. Both inconsistent and unreliable.