PvP Issues
This is just one example of a standard match for me. I get frustrated in-game because I die and don't understand how (OFTEN). I've just recently started watching BfN footage vs GW2 footage and deaths/damage in BfN are unexplainable all too often.
HITBOX or LATENCY ISSUES(?):
Notice at :04 seconds the sequence of events when slowed down frame-by-frame. (Sorry - not installing editing software but I'll show a few screenshots and you can slow it down on your own to see what I'm saying....)
I often battle and move my body based on my enemies head movements and shots (works sometimes, fails sometimes).
At the time of death, I was slowly strafing from the left to the right. The first shot that missed (high and to the left) caused me to continue my right-side strafe:
The bullet (pea) that "hit" me never came close to me. Notice the trajectory path of the pea (looks like it's going to hit even further away from me than the first bullet, especially when you watch it slow mo on the video:
A millisecond after it exploded (on a ghost?) OUTSIDE of my weapon, my body was drawn back to the left? Remember I was moving to the right so how is this possible?
Look at that "point of contact" (above). What's that pea even hitting?!
GENERAL PvP ISSUES:
At :25 , the Soldier's primary ROF plummets (I have the rapid fire upgrade equipped, too).
At :53 , a ZPG does Zero to Peashooter's Guts (guessing that's the acronym for ZPG - hah).
At :59, primary fire ROF plummets and it seems like only headshots affect the jumping hitbox of Peashooter (ahaaa moment for me). Everyone is using the jump-shoot crap now to exploit smaller hitboxes (my guess)?
After my revival at 1:46, my ROF and general controller input seems "off." ... my character reacts (with a very slight delay) to my inputs. Notice the aiming into walls, delayed release of gas, late transformation on a goatify I thought should've missed me... and even if it did transform me in time, it's followed up with a late charge/ram (with the goat) followed by me running into a wall as I tried to evade enemies and regen health.
When I hopped upstairs, I might as well've not even had weapons against Rose because the inputs were SUPER delayed; it felt like a .1 - .5 second delay on all inputs. Notice the shake of the screen when I shoot my ZPG at 2:14... I was aiming/following my enemy from the left to the right and the split second the missile fires, my crosshairs shake back to the left? Again with the headshots to hit her jumping.
Fear not - at 2:17 (when I killed her), I jumped to the top of the pillar and my delayed input stopped (this was 30 - 31 seconds after the delayed input began) but BY 2:21, my ROF plummeted again!
After I killed Corn, I stayed on the pillar to test the controller delay (for 10 - 15 seconds and everything seemed normal) so I left safety to go fight again. When I saw the Citron being healed and sniping my team, I headed toward him/them. Jumping rocket worked fine but my upgraded ROF didn't kick in like it was supposed to around 2:57 - 2:59 and when I tried to finish off Citron at 3:04, my ROF plummeted again.
After I killed Citron, I realized the delayed input was back and this time, it was worse than the first. Looking back at the video, I think this delay started just after I killed Sunflower as I was hitting the jump button (trying to jump Citrons head) and nothing happened. Notice the way my aim and movements are stiff and behind enemies from this point until the end of the match.
This video is over four minutes long and less than 20 seconds of it was a playable/enjoyable state.
There is no adjusting to these types of inconsistencies and even if you win, you get SUPER frustrated because you're fighting one issue (or the other) every few seconds.
This is the reason I don't enjoy PvP in BfN and watching old GW2 videos, I do NOT see these issues hardly ever.