As an Ash main, I would like to give my input on his recent rework.
No changes were made, so there are no pros or cons here. I would have appreciated some crowd control capability to it though, but I admit that his augment for Shuriken is very strong and, for me, is not hard to slot in.
2) Smoke Screen
The additional mobility added with the change boosts Ash's survival ability tremendously. Instead of locking you in place and having you risk taking shots from the enemies, you can dodge the shots while casting the skill. It is definitely a great addition for Ash who is a very combative frame.
The ability to teleport to essentially anything with a health bar adds more mobility to Ash's kit. Not much to comment here.
And finally, the main thing I want to talk about. For me, the rework makes the ability a bit tedious to use, but a lot more fun for me. Though, you still sit through an animation, it is a bit more interactive than before.
Though, there are major differences in how Ash's Bladestorm can be used now.
One of the changes is how players select enemies with the ability. Before, when you cast Bladestorm, you will also target enemies within 50 meters around the selected enemy at base). Now, it is changed to 50 meters around yourself. This means that Ash can no longer attack enemies that might be more than 50 meters away from him. Though, with the new ability, you are also able to pick certain targets to kill first, which is useful when you don't want to target an Ancient Disruptor, who will make your attacks very weak and will force you to stab at it 10+ times.
Another change is how the player attack the enemies with Bladestorm. Before, if an enemy did not die by an attack, you would keep attacking it until it dies or you reached the cap of 18 or so attacks. Now, you don't have to sit through all of the attacks to finish the ability. For example, with a level 100 Gunner, the old Bladestorm would make you stab at the enemy around 5 times before it dies (with my build), thus ending the ability. Now, you can mark the Gunner 3 times and attack it only once while your clones do the last two hits, and as a result the new Bladestorm can be quicker than the old Bladestorm.
The rework also changes how Bladestorm kills enemies. As mentioned before, the level 100 Gunner would get attacked 3 times with Bladestorm, but it dies in 5 hits, not 3, so the Gunner would still be alive after the clones did their work. In this case, the player could finish it off with abilities or weapons, or wait for the Slash proc to do its work. But, this means that for certain enemies, Arcane Trickery becomes less reliable. Arcane Trickery only procs on a Finisher Kill, so if none of the enemies die from the initial attack then Arcane Trickery won't proc (I am not sure if the clones could trigger the Arcane, but I sorta doubt it).
Finally, the rework changes how Ash manages energy. Before, a single cast cost 100 energy (at base), regardless of the number of enemies. Now, it is 15 energy, or 10 while Smoke Screen is active, per enemy. Without smokescreen, you can mark enemies 6 times before reaching/passing the 100 energy mark. With Smoke Screen, you also mark enemies up to 6 times before reaching/passing the 100 energy mark as well. So, if you are only targeting 6 enemies or less, then the new Bladestorm can be more efficient than the old Bladestorm. But, because the game is set up as a horde shooter, you will generally be marking more than 6 times, therefore resulting in more energy loss in general. Though, a benefit with the new system is that Ash can obtain energy with Zenurik while channeling the ability, compared to other frames with channeling abilities. So, with Zenurik, the energy loss becomes very negligible.
In the end, I have mixed feelings with the Bladestorm changes. One one hand, it makes Bladestorm more interactive, limits its outrageous killing potential and ends the boring animation quicker, but on another hand kills its synergy with Arcane Trickery, forces players to rely on Zenurik for effectiveness, and the ability still retains the boring animation that DE sought to change/remove in the first place.
As a way to make Bladestorm more effective, I would like to see the enemy cap removed, or at least increased (for some reason I can't target past 18 enemies in the Simulacrum, so there might be a cap), and for the base range of the ability to increase to make it more effective at attacking enemies. I would also like to see Arcane Trickery changed so that it procs on Finishers, regardless if it kills or not. I also would also enjoy seeing the animation removed and have the clones perform the ability themselves, like many others have suggested. With these changes, I think Bladestorm would become an amazing ability.