Recently, I often open relics through the void fissures, and to speed up the process I chose out the missions of capture or extermination.
However, in such missions there is a very big chance to meet Volt.
As we all know, that Volt's second ability "Speed" increases the speed of movement, melee attack speed and the speed of reloading weapons among team members.
I am (perhaps not alone) annoyed by the monstrous acceleration of movement, in which it is generally not comfortable to play and greatly affects the coordination of movement and parkour. The speed buff can be canceled by making a back flip, but the Volt can apply a "Speed" every 10 seconds or less... My suggestion: if a player received a boost from the Volt, then by making a back flip, the player is immune to an increase in movement speed from “Speed” for 30-120 seconds, but can still get an increase in weapon reload speed and melee attack speed.
Suggestion from Datam4ss:
DE could increase Volt's base Sprint Speed to Loki P levels and decrease the % buff for movement speed only, so Volt runs as fast, but other people don't get so much excessive speed. Nothing lost or gained there for the Volt.
Suggestion from (NSW)xMarvin732:
I wish there was a way just to temporarily for like 15-20seconds to not get the buff again or changing it on the Gameplay Settings on how long it should be.
Suggestion from Wiergate:
An opt-out feature for ability effects could potentially be troublesome and could set a strange precedent in a game where adapting to one another is part of the experience. In my opinion, however, the effects of Speed have such a large impact on general play that it doesn't lend itself to subtle solutions and that's why I'm in favor of opting out - especially given that some players are never going to be very considerate of others.
Suggestion from 000l000:
Volt's speed should definitely be capped, especially in fissure when your power strength reaches an absurd amount. At this point even frames animations can't work properly, i don't even understand why this power still hasn't been capped yet, one can still get really fast without being almost broken.
Suggestion from Twistedsparkle:
I still think the pickup thing would be great, its clearly visible, easy to avoid and vice versa, maybe give it an additional press use to pickup so no accidental pickups would happen at all.
Suggestion from Teridax68:
DE previously experimented with having Speed drop a pickup on-cast that allies could collect to gain the same boost. This fixed the issue of Speed affecting allies who didn't want to be affected, but had the problem of being a bit too inconvenient to pick up for those who did, because they often had to backtrack or otherwise look for an awkwardly-placed shrine. The latter is ultimately why DE reverted this change.
Based on the above, though, there are potential developments that could be made:
Instead of dropping just one shrine, Volt could perhaps drop shrines periodically while affected by Speed, allowing players to catch up even if they missed the first one.
Alternatively, Volt could leave behind a continuous trail of lightning, just like Nezha's Fire Walker, and allies walking over it could gain/refresh the Speed bonus.
Furthermore, how much of this bonus is given could be adjusted:
The bonus could last for the full remaining duration, with allies being able to backflip out of it if they accidentally walk into Volt's trail or no longer want its effects.
The bonus could last for only a fraction of the duration, so that players would go back to the trail to refresh as needed, or simply stay on it to benefit from it continuously. If there is player demand, ending the effects even earlier via backflip could be kept.
An alternative, and much more aggressive approach, could be to have Speed not affect the recipient's base movement speed, but instead only affect their sprint speed. Because sprinting is optional in this respect, and is the button one presses to go faster anyway, it would likely be perceived as much less intrusive by allies made to automatically receive the effects. The obvious downside, however, is that this would affect how Volt himself would play, and not everyone might want to adjust.
Any speed-increasing ability should also increase the user's control over their movement and actions in proportion to the speed boost. One of the biggest problems with Speed, as mentioned in the OP, is that it makes one's frame much harder to control, and this I think is precisely because in spite of our increased movement, the speed at which our frames react to our inputs remains unchanged, causing a very large amount of perceived input lag and overall drift (which seems intentional to some extent). If we could move at super-speed, but turn on a dime at the same time, that feeling of control would help significantly in making Speed more palatable to Volt's teammates.
Any ability that modifies the player's gameplay should be opt-in, period. If players could choose right off the bat whether to be affected by Volt's Speed, or Limbo's Rift, without even needing to opt out first, much of the frustration tied to playing alongside those frames would get eliminated completely, as players could choose to ignore them. How to implement this is a whole other can of worms, particularly since DE tried and failed to make Speed opt-in in the past, but that I think should nonetheless still be the ultimate goal to apply to all ally utility with gameplay modifiers.