This game needs a kick in the pants and some better development decisions in the background of the pipeline.
The player base is too thin to maintain all of these different modes for starters.

I would like to suggest doing the following:

Remove Tribute and Deathmatch modes entirely.
Not enough players are playing them reliably.
Wait times for any group are insane, and often impossible. Especially on PC.

Instead replace tribute and deathmatch types with Carousel of Death where gear score, perks, and reviving are turned off.
Or simply leave Dominion and let the player base play what they are on consistently anyway.

Brawl and Duel can be kept.

Breach really never has two full teams. It is usually 3 on 4 or 2 on 3 with a bots filling.
This is a mode which I feel could be eliminated to save development resources to be used in the now consolidated modes for new maps, and most importantly, development of finishers again.


Its unfortunate; I think 2020 hit this game REALLY hard, and the management's decisions to stop creating unique finishers has diminished many veteran and new players interest in the game. Interest for this title was always peaking during the release of new unique finishers and maps; and without them is assuredly hurting steel purchase revenue and population base.

Development needs to start consolidating the player base into more specific modes of fight, and focus on creating important character specific finishers and interactions. Place resources into development procedures that interest players and bring a fresh feeling to the fight.
I remember a couple years back with the introduction of the Wu, we had characters talking to one another during fights. This was actually brilliant and made the fights feel very alive. We need more fresh ideas like this.
Armors change looks drastically, This is good. So a design focus should be given to armor and less on weapons for each event. Weapons are honestly nice, but do not make the character feel unique as much as armor. The statement of shoulder armor for instance, is much more pronounced than the intricacies of a spear or sword. Since the players hardly have time to notice such things in a fight.

Eliminating the creation of "universal" finishers is something that needs to happen. It isn't actually saving you much in resources. Yes, the cost of development is less, but you are also making almost NO money on them because players have been saving steel they earn during the season. The idea is to create unique finishers to get players to buy them for multiple characters because they are UNIQUE. I don't need the Rabbit execution, for instance, on every hero. Just my warden is enough.
But I would be getting executions for every class I could, if they were cool, flashy, and violent.
This will increase revenue.
The development of such things as "universal" finishers cost resources in and of themselves; but give nothing back.
You could just as easily diminish cost by utilizing a new calendar of development that coordinates with the new seasons during the year, you could begin to release unique finishers four times a year and cover the character base with a new unique finisher each year one a year, releasing for each faction during their quarter.

I mean, I don't have a breakdown of the intricacies of your development on this title. But after watching what has been going on the past three years; it seems we are seeing some far too fundamental styles of management going on; and there are better ways to implement development cycles and invest now to create more over the course of the year in revenue; all while hyping the game and keeping word of mouth going.

I love this title. Been in love with it since closed beta. Was still there through all the P2P fallout, and all the other rough development decisions we all warned you about.

But FH is flailing. This newest season launch is one of the least interested I have seen the population in a long while. If someone up top doesn't step in soon and look at it from a different angle, and reintroduce substances that players like, while consolidating the game; it will tank on its current path.