The aleph drop mechanic needs to be reverted (not altered, reverted). However biased, I'm going to try to show why this isn't just resistance to change. Though, before I criticize this mechanic I'd like to give credit where it is due.
This should curtail aleph hogs, making it so that people who have a full stack are contributing rather than flushing away important resources. It allows raiders the agency to choose to give something up for the benefit of their teammates. It dynamically adds a point of contention to any encounter.
It's a good idea, in theory. Now, here's where it breaks down.
1. It hampers momentum.
I think this is the most apparent problem, but it bears analysis. Put simply, everytime you defeat an opponent you must stop, reorient yourself to specific angle and proceed in essentially the opposite direction for a specific distance.
While I can concede practice can alleviate the setback, it will remain cumbersome. With as hectic as the game can be this simple manuever is likely to have you doubling back because you're trying to be quick and missed, leaving you distracted and vulnerable.
Since the drops are behind you and to your side, they are more likely than not going to be off camera. Until you get a sense of the drop position relative to the direction you were facing when you entered the grapple, you will have to reorient the camera up to 360 degrees just to locate it.
2. Picking up a drop is not nearly as game-feely as before.
The time between touching the drop and seeing the aleph indicator on your HUD is too long. With all of the particles, sound effects and force feedback in combat, the sound and shine of picking up aleph often flies under the radar of my senses. Before, you never had to take you head out of the action to know you have aleph.
Between these aspects and the positioning of the drop relative to my FoV, I'm I usually not sure if I made the pick up before it becomes a hassle. I didn't realize how much I took for granted how snappy and kenestetic the old way was.
3. Elites/antags picking up aleph is a recipe for disaster.
This one is a doozy, because it amplifies a few existing bugbears. There really is a massive amount of ways this can destroy balance. Instead, I hope this hypothetical is enough to get your imagination brewing.
You are engaging an Elite ahead with an ad or two approaching from the sides. You're going to sponge the ad fire until you can close the gap and grapple the Elite. The ads are cutting pretty deep but you know you're back to full health if you can just take the Elite out.
As you go in for the kill, a gate to your left spawns an ad and Elite B. Elite B rushes, but you've connected Elite A, so B bounces off. The animation concludes, a few frames pass and the aleph drops to your left.
That Elite you bounced is now closer to the aleph than you are. Remember, you're at low health because you tanked to get here. And, there are still 3 ads laying down fire.
Your I-frames wear off as you scramble for the aleph but its too late. The immediate frame after he picks it up, he goes invincible and that's lights out. Or, the ads spray you down you as soon as your I-frames drop.
4. Aleph drop grinds against the core gameplay loop.
This game is constantly frantic. If you're going to beat back the hoards your gonna have to wade in and get dirty. Unfortunately, it seems like that calculated risks just aren't feasible anymore.
Not to say that this is Leeerooooy: the game, you've got to route your targets wisely. IMO there are two major 'links' that allow you to chain, extend, and survive long engagements. These links being: mobility options, and "health checkpoints" as I'm calling them.
Mobility is hampered greatly by the Aleph drop dictating the subsequent action. To keep up a kill chain after a finisher I usually roll, jump, stalk, teleport, climb, wall jump, punch, grapple ect. Now I have to stop, then move backwards and to the left, every time, or else.
Health checkpoints; without these, long chains aren't possible. Like in a racing game, "if you can get to this point, you may continue". It feels rewarding to push the limit and squeeze through ready for another go.
Theoretically that sensation can still be attainable under this system. Unfortunately, you cannot collect aleph once full. A full stack raider isn't going to want to dive in knowing they have no safety net.
5. Think of the children.
Tonight I've seen noobs getting shredded like I've never imagined. Every game, we're in the survive spiral within the first few minutes. With an mmr in the 30s. I've played with tons of noobs, I was a noob, this is not this common.
It's fun to talk shit about baby Hareks, but how often do you actually lose mentor matches? It's not simple inexperience, the core loop is broken currently. This is a game where you're up against squads of dudes in which defeating any individual dude is statisticaly more damaging to your team.
Imagine trying to get into this game right now.
TLDR
The aleph drop system is cumbersome, counterintuitive, distracting, and breaks the core loop without offering a viable substitute. Please revert this change.