I concur. Your perspective is minus about 40% less of the average viewing range of a average human. This was not the case in ME1, and it is not the case when you are ghosting your team mates if you are downed. I would expect you would ghost over the left shoulder like you play in and play in the ghost like middle screen character view. They got that backwards.
They have an overworked button well several in fact. The X button revives, runs, ducks, takes cover, and climbs over cover. They often smack into each other during the game which probably causes the button and commands to fail miserably where you cover when you want to revive or hurdle over cover when you want to cover or duck when you want to run. If they had you hold a button for some commands to differentiate them more then this would not be such a prominent problem. It is getting worse the more complex, challenging, and with the increasing number of enemies we face in each game. They should fix the controls and their sluggish response times Before they add gobs more of enemies.
The game is also generally unbalanced. More so now that they are trying to make all enemies exactly the same with the same threats. It used to be only Geth could constantly stagger you. That is no longer the case. It won't be long before reapers have phantoms and collectors have atlases. Phantoms already now have vacuum hands like the Banshees. Few of the weapons feel like they are capable of being a threat. Some even sound like the toy guns their performance pans out to be. Weapons and powers are woefully inaccurate even when you are FIRING THEM POINT BLANK AT ENEMIES. And yet the enemies never miss even when they tumble, roll, take cover, flip, or while on a ladder with all their limbs busy on a rung so no free limbs whatsoever to fire a weapon or a power yet they still do. The game breaks their own physics and laws for the enemy. Some of that might be ok but this goes a bit beyond just a little. Is it so difficult to create challenge with out breaking your own rules and lore? It kind of pushes you out of the immersion too much. You start to wonder what else will go wrong, or does anything you do matter? If cover, for example has absolutely no effect against weapons, powers, or enemies it should, then where does that leave you with regard to strategies?
Too often an enemy defies all sense of logic, game rules, and realistic physics to get to you. Their weapon rounds chase you through walls, around corners, and through cover or while you dodge and move yet still are somehow miraculously hit. I have seen centurions shooting and hitting team mates and I while we were MOVING and as they came blindsided to them around corners in a way they would have no inkling as to where we were yet they hit us as if they are psychic. Their power attacks follow you around zig zag turns and corners. Banshees can not only teleport through solid walls but they can casually walk through them. Phantoms can vacuum you into their grip even as you are flipping away and firing a shot gun. Marauders have gatling guns that can fire 1000 rounds a minute plus and yet are still light enough to carry and never miss or rise up, yet we players and elite soldiers have no such gun and almost all rapid fire guns always ride up at least a little. The list of bizarre logic and physics goes on.
I also agree there is little to no give or leeway on close calls or narrow margin issues such as trying to flip out a rocket as soon as you revive but it is not in time even if there are no enemies right over you or even attacking you when you rise. Or if they do attack they attack while you are rising and you have not even gained control yet. That is laughable. Games are supposed to be fun first not overly hard for the sake of being hard. I am ok with challenging or even hard, if there is balance, and consistency this game lacks in its controls, game rules/laws, and game physics.
It is an appealing game. What is not appealing is constant game changes that make any issues it had before worse or more difficult to manage, and I do not mean a matter of game difficulty but how hard it is to get things working the way they are supposed to. If it takes two shots of rockets to down one giant target right in front of you even if you aim right in front at the feet and the first one misses, something is not right. If you only have 9 ops packs and 50 plus of every thing else and yet every time you use a ops pack there is only a 40% chance it will have any effect what so ever, something is wrong. As I said earlier, the ops pack slot IMHO, for example, if it is going to continue to be so grossly unreliable of a gear item and yet take a slot and be so difficult to ever have enough of to be of use, then I would rather that button be used for something else like a 4th power.
There are lots of bugs and glitches that frequently change or get worse with every update or dlc. I wonder if some of these bugs are not the result of so called increased challenge changes that add so many more enemies or enemy power attacks that it causes servers to lag or crash and several gamers to lose their games and gear. It would be more appreciated if the challenge changes were more cerebral as opposed to a matter of pure button mashing. And even if the game is not super hard, it would still get plenty of traffic if it is fun.
Add some more teamwork benefits and bonuses.
Add more team effective powers with the benefit of points for using them. Say you buff a team mate and this allows him or her to shoot down a brute, then you should benefit with some points if he does it while that player is effected by your buff.
Add a combat power challenge slot and some combat power bonus gear. It feels like that entire slot is forgotten and it is supposed to be the default one of the main character Shepard.
Fix the bugs.
Fix the conflicting button commands like the X button, and this might be done by adding a HOLD BUTTON while you depress the X button for some of the many functions it has.
Balance powers,
Balance weapons
Balance enemies.
Add team work stacking combo explosions, like 4 players firing off compatible powers is twice as powerful as if only 2 players combined for a power attack.
Add team work support points and challenges, well add more.
Add some larger maps.
If possible have a mode where you have a series of maps in a sort of pseudo campaign. Say play 3 waves at firebase London, then 3 at Firebase Vancouver, then 3 at fire base Rio.
Get rid of the enemies materialize out of thing air mechanic. It looks odd for one, and for two it can create some super frustrating issues when enemies spawn right beside or on top of you out of no where. Let them walk through doors, or off ramparts like in some spots at firebase Giant or Firebase reactor. Just don't make them come out of thin air. I mean do they have star trek teleport pods? Even then, I would expect to seem an energized plasma wave or something first. Give them landing craft. Reapers might have giant insect cocoon their units emerge from here and there. How about trap doors in some maps? Landing craft for enemies? Doors they come out from? Have a giant space craft fire cocoons at spots on the map or pods or small landing craft.
Challenge:
Reapers should be the toughest, after all did they not defeat and subjugate the Collectors?Give their units extra armor over other factions or leave it as it is and subtract a bit of armor from the other factions. Maybe have the swarmers do what the cannibals do only they take it from bodies and buff any near by unit's armor. This would add a challenge with out adding numbers and extra hit points all the time.
Cerberus is supposed to have mobile shields and other sorts of coverage stations. So give them some battlefield medic unit that buffs their shields and sets up shield pylons and adds another challenge and strategy option to players.
Collectors are affected by the possessed one, Harbinger. Yet they have several possessed at once. Get rid of that. Instead, allow one unit but not the freaking swarmers because that unit makes no sense to be possessed, to be possessed. It offers extra experience points if destroyed and costs more of the spawn count than other units, but it offers a bonus to aggression, melee attack, and a slight speed increase to any unit within 4 meters of the possessed unit, (5 meters in silver, 6 gold, and 7 platinum). This way more units maybe affected and tough/challenging than just the total number of possessed units now showing up at once but with extra benefit over normal collector units, yet not in such a way that the other units under the influenced would be stronger than the one possessed.
Geth are supposed to be more dangerous if there are more than one. So give them a benefit of fire rate and shield recharge rate when more than 2 are within 1 meter of each other. The distance should be shorter than Collectors with a smaller benefit but it can also happen more, to more units and in more clusters. This also matches like the above suggestions with the game lore established since ME1. By the same token, if overload or damping or hacking or sabotage is used around such clustered units it has a more devastating effect on them. Therefore it is both a strength and a weakness that can be exploited against or used by them against the players.
You can also do the sorts of things established with ME 1 to further differentiate the player characters and thereby offer a better balance.
Soldiers give option for medium to heavy armor. Vanguard up to medium armor. The rest light armor.
Soldiers get double the combat bonuses of the average character.
Vangards get half the combat bonus of soldiers and half of that of adepts, but more than the other classes within combat power and biotic power fields.
Infiltrators get half the combat power of soliders and half of that of the engineers.
Adepts get double the biotic power bonus of the average character.
Engineers get double the tech power bonuses of the average character.
Sentinels get half the biotic power bonus of adepts and half the tech power bonus of engineers.
This was how ME1 was set up and could be a good basis to balance characters. And add the armor trait to all characters.
The mixed characters could be those characters that were mixed in ME1, Nemisis class, Commando, Shock Trooper, Medic, and so on. So all would be covered and no character would have to have a great change just some balance adjustments. The mixed characters could be added to the mixed classes that are missing in the ME3 MP.