Haven't played it in a week, don't plan on playing it again
Dusted it off for the first time in a month and hit the slop mines one more time (maybe I'll boot again to witness the actual server closing) to see the final patch (and a few other patches they added in the meantime). Here's a fairly comprehensive overview of what they added and what post-decay highguard looks like.
The queue times are proper atrocious now, like 5-10 minutes for quickplay and matchmaking is nonexistant as a result, like you see 20 kill gaps on the same team. The time to load into a match was way longer too, like I couldn't even pick a character before I loaded in half of the time, and it wasn't like that before. At least the few players left are mostly pretty decent at the game so I'm not getting throws from retarded teammates every other match anymore.
The werewolf guy is pretty lame, he turns into a wolf instead of riding a mount, which controls similar but disables the gun while using it which is lame. And his abilities are just lame recon stuff. The ult is unavoidable recon which is annoying to play against.
The other new guy Kolvo is a bit better. He has some tools for reviving teammates easier, and his ult is pretty meh, but his main thing is he can hold up a shield that tanks about half a clip of damage, It's good for a panic button or peaking or playing with a teammate. He's probably my 2nd or 3rd favorite overall, which is really an indictment of the game when just a shield makes you more interesting the 75% of the roster, but unironically there are only 3 characters in the game where the abilities actually affect your playstyle the rest just have some free value button that you pop either before every fight, at the start of every fight, or every time you're about to die.
There's a new shotgun, I didn't like the feel of it. There's a new tool where it's a gun the opens locks, it seemed kind of useless since the other raid tools can just destroy the doors permanently. I guess it's a bit more discrete and locks enemies out of their own doors, but the latter seems impractical in a real match. Some new maps and bases too, but you don't really feel the impact of that given the artstyle is lame and nobody is invested enough to care about the geometry. Patch notes also mentioned some limited time mode where it was just raids nothing else, but that was already closed out I assume because queues are fucked
The skill trees are I guess the big feature, and it's pretty bizarre how you can unlock an advantage over players before even starting a match given how everything else about this game seemed like it was trying to be a super serious esport. My only guess is they intended to be something everyone maxes out quickly (since it's shutting down they tuned it so you can max it in like 15-20 matches) and then it's more a matter of what you spec into. They designed it so none of the upgrades directly make your gun stronger in battle so its all based on secondary mechanics like wall destruction, chest spawns, fall damage, spawn locations, revives, currency, etc. Some of it feels pretty pointless like giving you more of a resource that you already have an overabundance of, but even some of the smaller things like less fall damage it's nice being able to jump down the third floor of your base to shotgun a guy on the ground. The main draw of the system seems to be that it makes the looting phase less tedious, like having a quick mine without playing the stupid minigame, and like why is this a thing you need to unlock it just shouldn't be there to begin with
They made a few changes to the general format. They made the looting phase shorter and more likely to funnel players into combat. They made it that you can only destroy 1 generator per raid making the matches less one sided and giving more of a reason to go for the super generator that instantly wins the match. These changes specifically are real improvements that genuinely make the game better. Just makes it all the more baffling that nobody caught these obvious issues before it released to a swarm of 100k prospective players.
I'm not saying if they released with the current patch of the game it would've faired any better, but if they waited like another year to release and improved the game at this pace while also not fucking up on a few other major things like the artstyle, then maybe it could've been a mild success. I guess the CCP money ran out at a bad time, maybe they should've been wiser with the CCP money and not have hired 100 fucking people
final verdict is a weak 6 out of 10. I enjoyed it more than Marathon