I think there's a solid argument that using any of those characters is breaking the boundaries of an FPS game.
NYX: Make he hittable when invisi after the first 1.5 seconds and let her unmask herself when she wants by pressing the ability button.
Give her extra 25 health if there is too much moaning.
CLUTCH:Make his shield reduce all damage by 50% instead of going full retard. Get rid of the double tap stuff and just make him as fast Scale Bearer.
Anarki: I just think the character is evil and bad for a game which is trying to encourage new players and where over 80% of the game play will be played at VQ3 speed.
I only found out a couple of days ago that Nyx could cancel out Sorlags spit when she goes invisible!
I think it should still give off a visual or audio queue even if it doesn't cause damage (due to it potentially being an instant kill)
Nyx purposefully decloaking would be way too powerful stealing items and turning others inside out, and hittable after 1.5s would just mean visor/clutch would totally own her let alone spam.
Clutch - I don't see the double tap going anywhere, it's appeal to UT players isn't something they're likely to want to lose now they've finally taken that direction.
Anarki - I've always thought he should have his hitbox or animation tweaked a bit but been prepared to wait on net code stability in case that solves the issue, it would be fine to increase his health a bit to compensate if necessary it's just having a character that is just that impossible to hit, especially as they're typically on screen for all of about 3 frames as they practically teleport in and out of a room again, just isn't fun for other players.
Well, let's not forget nyx can go invis and invul and screw virtually every meta play and ability in the game, before you're concerned about 1 or 2 who might have an edge on her IF they counter her ability with theirs, which is quite often the case anyway. She's 75 percent pick in high level duels, you think its because of her low health and armour? The ability is too big a draw, that should not be the case for quake.
Telefrag for ranger and nyx could be taken out of the game and I doubt either side of the camp will complain as we've all been fucked over by it, and will continue to. Its not something the game needs, it won't happen enough to humor noobs and will only cheapen skilled player games. So the best outcome is to throw it out, or just give it 50 DMG or something. No need to go full retard with it.
I have seen clutch out run a rocket on certain parts of the map,lets face it, the original design, no one played him, so they over compensated. He's getting nerfed, of that I'm sure.
anarki is not going to be resolved with net code :/
I'm pretty sure the only reason telefrag exists with these abilities is the same reason telefrag has ever existed. It's just the easiest (and coolest) way to resolve the situation when the game realizes, oh fuck two people are in the same place at the same time. It also makes some sort of intuitive physical sense.
What are the alternatives?
(1) Make it so you can't teleport or rematerialize if it would put you into the location of someone else. This would require the server to confirm your teleport before it happens (dunno if it does currently), adding lag to the ability (would it just make a big fart sound if you weren't allowed?), and Nyx would just stay in limbo until she's allowed out of Ghostwalk due to players moving.
(2) Nudge the enemy or yourself so that you don't occupy the same location after teleport, basically searching the map for the nearest unoccupied position considered inside the map but not inside a wall and placing them there. This could get funky and unpredictable depending on map geometry and how many players are in the area; it would also most likely require server confirmation of teleports.
(3) Same as (2), but with a fallback to telefrag if a spot can't be found immediately next to the enemy.
(4) Allow players to occupy the same location (too weird).
(5) Kill the teleporter (lame).
(6) Kill both players (lame).
(7) Something I'm not thinking of.
If it had to be and without testing it, I'd go with (1) or (3).
They are already doing the pushing out of same space thing with team mates, since you can't telefrag them so it really wouldnt be a problem to solve it like that.
If that's the case, then I guess it depends how fast they do it, because if you can pass through them, then it must have a tolerance and not push you away quickly. Otherwise, teammates would be messing up each other's trajectories.
So a teammate teleporting inside you would cause a gradual pushing apart. Having a period of time when you're in the same location might be okay for teammates. I don't know about enemies. You wouldn't be able to see them properly.
So yeah, turns out (7) might be some kind of combination of (4) + (2). But I still think it could be a problem for enemies while being okay for teammates. It's not a huge deal if you can't see a teammate for 100ms while they're being nudged.