Ball Hack, Wall Hack, Jump pads, and the Low Gravity event
Now I will preface this by saying, i love the verticality this game has brought to the table as BR. my first impression is honestly Unreal Tournament or Quake Champions stylized as a BR, and being able to gain height quickly brings great pacing to a game that already has you moving quickly on the ground.
My title has 4 items in combination because i notice when they are all present things become almost a little too, well vertical.
I think the Ball hack and Jump Pads are fine the way they ran during the test, but they become a little broken when a Low Gravity event happens, and the Wall hack becomes a Fortnite like Sky-builder with only a damage threshold to remove it once its placed.
My suggestions, and TL;DR:
1. Make the Low Gravity event about 40 to 50 percent less floaty. As in i shouldn't be left in the air for 45 seconds because i hit a jump pad. If you do this with momentum on the Ball Hack im pretty sure you can out of bounds the game. Or at least give the option to Rise cancel like I can when I hit a Jump Pad under normal circumstances by hitting jump again on the ascent.
2. Take away the walls damage threshold and put it on a timer instead. I can deal with a wall blocking a location for 45 to 75 seconds, but when i look up and see a staircase of Wall Hack about 800 meters up and everyone is fighting there, the game stops being Hyper Scape and becomes Fortnite. A timer would make it so they vanish and eventually force the fighting to other places.