1) Players playing control builds, such as Riot Foam + Eclipse, can cause enemies stuck at their spawn areas behind closed doors. Doors close on them when they are foamed inside. The only solution is to use Oxidizer and try to kill the NPC through the wall. However, that does not always work, and when the directive Scavenged Skills is active, it's not always possible to switch to Oxidizer at all.
Sometimes it can happen without the "help" of the control builds. NPC can glitch behind the wall when players use Scorpio and shoot spam spawn areas. It can also happen without any player intervention; NPCs could glitch behind the wall just because.
Ultimately if the group can't kill that stuck NPC, then the level is glitched, and the only solution is to start from the beginning in hopes that it won't happen again. Often random players just leave.
It happens on all maps and quite frequently.
2) Fragile Armor directive, it's hard to visually understand whether you are on full health or not, whether your team member is on full health or not when they have stacks of the Fragile armour.
Example: I was in the middle of the fight and decided to use some meds to lower my stacks. Unknowingly for me (visually), I was 1% off the full health, so I wasted that medkit on 1% and didn't get rid of the stack.
Example 2: If I play Future Initiative, I can't visually tell whether my teammate is in full health or not when they are under the effect of the Fragile Armour and whether they can benefit from the Future Initiative buff because they can be this one tiny % off the full health (visually unnoticeable) and won't get the buff.
This directive needs better health bar colours, or we need a separate UI function for that. Let's say if you are not in full health, then your or your teammate's health bar is red. Alternatively, it would be nice to have a UI setting for buffs visualisation on your group.
3) The skills often don't follow you when players use ropes/jump down/climb up or use ladders. This is annoying because most of the time, skills follow you even through these obstacles. However, sometimes you get into a fight and realise that your skill is stuck somewhere, so you have to destroy it and wait for the cooldown. It would be nice if this minor inconvenience could be fixed.
I'd say it happens four times out of ten when you perform these actions on any map that has obstacles in place.
4) Associated bug with healing and tech skills, I have noticed that sometimes Restorer Hive uses a large number of stacks 10+ to fix a tiny fraction of someone's shield or active tech. It happens in a matter of seconds. You drop the Hive, and it spams someone's Turret in a fraction of a second with lots of charges at once. That is very inconvenient and wasteful. It occasionally happens on any map when players use active tech skills.
Separate Suggestion:
Can we have a toggle for healing skills to prioritise players and not tech skills, or to ignore active tech skills completely? I really don't care whether Jonnys' turret is in full health. Only in situational circumstances.
Separate Suggestion 2:
We have a damage meter at the end of the round, sometimes glitchy, but does the job to understand the overall performance (mostly).
Can we have a healing meter too, I'd like to know how I performed as a healer.