I would like to see SD really rethinking some of there underlying concepts in DB. I feel like a clear distinguished path is going to be needed, and should have been gone years ago.
In my eyes DB is basically a somewhat generally simplified version of previous SD games with some mercs seemingly providing further depth to the game instead. And while I am not saying that DB is exactly the same as ET, ET:QW, etc… it still is very similar. The problem I see now, is that I am quiet sure that most of the people who played DB, had some experience with some of those games and in many cases even liked them. You could say it´s the ideal audience for this kind of a game really. And while I understand that not everyone is going to like it, and the game isn´t exactly what people, who comeback from ET, ET:QW, want to see the ratio of people who keep playing the game is shocking.
So what can be done now, or can´t be done anymore but should have been done at least? Either focus on the strengths of your previous games and amplify them with ADDED features or something completely new that needs to develop it´s own strengths, and find own unique features on top of it. Trying both at the same time while miserably failing to implement new game elements (sorry boys but mercs don´t make up for everything) doesn´t sound like a good idea though…
… but what strengths do we actually miss from them? I´ll give a little example and show how big the impact can be of “potential” strengths being removed. For a tl;dr version, go to the conclusion!
Strafing
Movement
So we could move faster with pressing some buttons. And while you can do the same with holding shift, and maybe some wall jumps, the strafing is an unique experience that I still enjoy when I can do it in some games. Trying to get the right timing between jumps is a little challenge while moving from A to B and the increase of speed you experience is a very nice reward. And since in a close game every second can decide if you win or loose, it is an crucial skill in every players repertoire.
Possible improvements:
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A possible change for the better, would be to add a bigger emphasis on the timing. Properly balanced I would imagine 95% of people going with 30% to 90% faster speeds depending on there skill. Everyone should experience it a little while trying it out, baiting them into mastering it, while actually distinguishing good strafing from top strafing on higher levels of play.
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Another way would be to add some post processing elements like adjusting the POV, adding some motion blur and adding some nice sounds. Obviously this features should be part of the customization every player can do, and you should be able to turn them off at any time (or maybe not to prevent shooting while strafing??). This would further increase the experience of actually going faster, making the experience even more rewarding - satisfaction without even shooting a single bullet :).
Further game elements influences by strafing
Easier and bigger map design possible
With a “rewarding” movement system that also allows you to go faster you can create maps with potentially more space. This allows a bigger variety in the usage of certain weapons, abilities etc. Something I really do miss in DB… Also it is a form of advanced movement that doesn´t need unique map elements to be executed. You can do it straight away…
Unique fighting styles
With a proper balance of spread (yeah I mean the random one) while strafing you could create a bigger variety of fighting styles. Obviously balance is very crucial in this one, and the person with the clean, more skillful aim shoud win in the end (most of the times). However for people who don´t have great aim, but are excellent in other aspects of the game, could benefit from the trade of being harder to hit and the increased spread, shifting the odds of the fight a little bit more towards luck you have, or not ;). Properly ballanced, it would really allow a player to develop his playstyle towards his strengths what is a great thing to do. With mercs having different move speeds, health and guns a player could further develop his playstyle.
Conclusion
Strafing is ONE of the strengths that SD should have build on. They should have added things on top of it, like a more precise timing needed, proper post processing, “swifty” sounds and proper balance. The benefits for the people who play are pretty obvious and the increased freedom in map development is another major advantage. Simply removing it and trying to replace it with other elements was wrong. The wall jumping and mercs should be merely ADDITIONS and not replacements… And while strafing is only ONE example, there are many different strengths of previous SD games that got ignored or removed and replaced with nothing comparable in functionality or fun. And since they didn´t manage to add anything else that makes the game worth playing for a longer time, DB basically goes where it belongs to. Into the F2P trash bin. Just good that I look into my F2P trash bin from time to time when I am really bored 
cheers,
onYn