Did I say I want it to be like a fast paced shooter? Nope.
I didn't say you wanted it to be a fast paced shooter, I'm saying Rivals
IS a fast paced shooter.
In terms of its pace, it's more similar to the likes of Overwatch, as opposed to say CS, Valorant, even The Finals, because of how large and sparse The Finals' maps are. If you don't want to play something hectic and fast paced, play a different game. Rivals is
designed to be this pace. It takes a lot of its design cues from Overwatch. It doesn't need to slow down just because you can't keep up,
you need play more, get used to the pace and develop the ability to keep up (if you want to stick with it of course).
I said it feels empty, soulless and its not easy to identify who you have killed, only that the person in front of you might have died.
What is this "empty soulless" complaint you keep going on about? I mean sure, some games have flashy kill animations, but that's not all games, is it? What's wrong with a simple ragdoll together with visual and audio cues for kill confirmations, like dozens of other games do? It's a completely arbitrary complaint and want of yours. Do you expect literally every game to have the same design, even if it doesn't warrant it?
You want "not soulless" kills and easier to read kill confirmations, yet you complain about things being too hectic and hard to see who you've killed. Do you suggest a unique kill text "SPIDER-MAN DOWN", "THOR DOWN", "LUNA DOWN" to block the centre of the screen every kill or something? So then what's the kill feed for? Which is it? Do you want more clutter, or less??
When you see an enemy Spider-Man or whoever, surely you fixate on Spider-Man, you start clicking on him, you see their health bar tick down to 1hp, and on your next mouse click you see the crosshair hit indicator,
together with the splat sound,
together with the kill feed updating in your peripheral,
together with their body slumping down, that's too hard to tell whether the enemy you were actively targeting is dead or not? It's not like you run into a team fight, then start flailing about, switching from target to target so fast that you can't tell who or what you're shooting. Well, I mean you
can do that, but that's not the game's fault, that's your fault for not understanding target priority.
Frankly, this all just boils down to skill issue. Wanting a non-soulless kill confirmation thing aside, not being able to track a team fight is just you not being able to track a team fight.