Having reviewed the discussions, my main concern echoes the sentiment seen in games like Call of Duty: Warzone. In Warzone, the game's tuning, particularly strong aim assist for controllers, skewed the competitive landscape. Top players, even those traditionally on keyboard and mouse, were often controller users. This led to a diminished experience for me; my K/D in Warzone was significantly lower (1.9) compared to Battlefield 4 (2.7), where raw skill was more paramount.
The issue largely stemmed from controller aim assist, which, especially in close quarters, felt excessively "sticky," leading to frustrating losses even against less skilled opponents. This was compounded by disparate visual recoil between keyboard/mouse and controller.
A balanced approach is crucial: aim assist should still provide a positive experience for controller players, but at the higher echelons of skill, keyboard and mouse players should naturally dominate, reflecting their unassisted skill.
As the game evolves with patches, aim assist will require continuous adjustment alongside weapon and recoil changes. Leveraging long-term data will be essential to find a fair "sweet spot" that benefits all players.