I actually started using the travel power instead of the dashes because its faster to use the travel power than to use two dashes in a row.
90% of the time you are in combat. In patrol i dont want to stop and fight against every fucking spawn.
The idea of the charges is what skyforge does, it limits the fun. I agree that positioning is a joke on marvel heroes, but its simply not that kind of game, modifying how dashes work means they have to redo every other mechanic and enemy/encounter in the game. Adapt it to be a slower game with a lot bigger rewards due to time consumed to get to the end. Not to mention its highly incompatible with patrols.
The problem is that right now it literally there is a 1 second charge up time before your travel power activates. It's very obnoxious. Maybe it will feel less noticeable at 0.5seconds, or 0.25s.
Still, the movement and dash change proposals are gonna have to be scrapped or, at the most, reformed. On the TC forums it's like.. 70% criticism against these changes, 10% loudmouths who say that they're gonna quit the game, 10% who prefer the changes, and 10% who have no preference and would be fine with respecting the majority who the changes bother.
Also these intentions are the dev's intentions, not mine. They believe the game needs to be more based on positioning. Incidentally I did come across a suggestion that rewards could be increased to balance out the slowing down.
---
Another list of heroes have been added to the TC. I checked out Nova real quick it, it's like they did a new review for him. He has two new skills, for one (I believe one seems like Cap. Marvel's Photonic Wave, the second being a Iron-Fist-sig-like punch.. well, its placeholder is that Iron Fist sig icon with half of it talking about chi... ) but the big thing is that he doesn't seem reliant on active Pulsar use anymore - or else have made it less clunky. Talents that allow Pulsars to somewhat automatically generate and bind to enemies, detonation of Pulsars if you're close to them, etc. For Nova players, this is a godsend because every ability on live gets bonuses from detonating Pulsars. Well, now, you can play a "Pulsar-less" build where you have weaker Pulsars generate every 5 seconds. If you're a melee character, those Pulsars could just go poof right when they generate if you have the "Detonation when nearby Pulsars" talent. Actually, I feel like you can basically use that talent to make an active ability Pulsar into a 'melee ability' as it'd spawn and then detonate instantaneously without the clunk filler of having to using another active ability to detonate the Pulsar.
However... Nova is a movement character, which makes limited Dashes rather... limiting.
Also, Dr. Doom has a talent that makes Unthinkable follow enemies
Also, there's a talent that removes power/magic cost from Gauntlet and Pierce the Veil - probably because Conjured Barrage looks like shiat. And maybe they're trying to make a melee Doom work.
Another trend I've noticed is a shift towards using Basic Powers as the main filler instead of Spender Powers. Some have lost their main Spenders, others like Doom have had their Spenders (e.g. Pierce the Veil) possibly become spender-less fillers. At the same time they have made Basic Powers more powerful.
Besides the movement and dash stuff. Haven't noticed any other complaints except for discussion on balance., then bugs and what-not. The Talent Tree system seems to be well-liked, but a certain majority of specific talent choices need to be reworked.