What's so bad about the new duel except for the horrible waiting times for videos etc?
Is there a bunny hopping speed cap really? It seems like there is, I can't seem to get any speed.
The new ruleset is complete dogshit. Instead of getting 10/15 frags over the span of 15 minutes or something, you now pick three different chumps per round and have to kill all three of them over the course of 5 minutes per round, and you need to win 2/3 rounds to win the match. So what you often see happening is someone getting one frag lead who proceeds to turtle the entire match as long as he's in control, because with a 3-frag limit and having to pick a new champ each time you die it means the possibility of a comeback is smaller, and taking risks is more likely to get you punished.
The assortiment of item pick-ups has also been changed. Health bonuses are gone, armor shards only drop on death, the yellow armor is gone, green armor now comes in the shape of shields and are more frequently placed on the map, as the only pick-ups which really matter are the mega armor and mega health which give you your max HP + 50. The problem is that there's nothing aside from the two mega items that can overcharge you, meaning they are the only items that really matter, as shields cannot overcharge you. This is a big deal as the reason all kinds of items were present were to force you into moving around. Now when you are in control on the DM6 remake you only have to shuffle back and forth on the bridge as the mega health is now where the YA used to be, since the bridge gives you a good position on both mega items. This forces your opponent underground if he wants to survive where there are plenty of shield pickups, but there's little point in risking control to go down there when you are already in the lead.
The turtling behavior encouraged by the current Duel ruleset and the item assortiment places a large emphasis on the railgun, as it is the weapon most suitable for hit 'n run attacks while also punishing other railgun pokers, allowing you to dish out noticeable damage from awkward angles. The DM6 remake also feels like it has been upscaled, which more frequently allows for long-range encounters to occur because of the larger amount of open space. The railgun is also getting uses so often because the other weapons feel suckier in comparison. The Plasma Gun and Grenade Launcher are gone, and the RL feels crappy as an area denial weapon because it feels crappy to use in general as of now. The Super Nailgun isn't as useful for bullying Railgun users the same way the Plasma gun was. And the Railgun deals a potential 100 DMG now, which makes it an excellent choice for spawnkilling lighter champs with one shot.
The chumps also don't really help break the railgun meta. It's already hard enough to break the stack on a heavy champ as a light champ in a medium-range fight, but heavy champs have abilities which give them the upper hand with ease in close-range encounters and is the cherry on top for telling lighter champs to stay the fuck away and use a railgun instead. Moreover, a lighter champ has the natural advantage to not get hit in a railgun duel with their faster base speed and smaller hitbox, while being fallible to dying faster, although that can be somewhat mitigated by landing the first shot.
So what you end up with is a turtling railgun pokefest because of the overbearing railgun meta, which might vary depending on how shitty your connection and opponent are. Basically you'll notice that if you get the railgun first and deny the enemy from its spawn, you are more likely to win.