>>65577
What really limits the possibility of doing a good bullet-dodging FPS is how bad movement control is in those games. Limits on situational awareness are what makes FPS interesting as a genre. That's why FPS with all kinds of firearms and win-cons can be interesting, from CS to CoD to Quake to OW to PUBG.
So making one with 100% reactable bullets would probably also work well. In fact, if skill with mouse can't secure the kill, you have to play against their situational awareness harder than ever before. Now playing against enemy awareness is a common theme in any high-level play, but a 2hu FPS could force that to be the key element at all levels, which could lead to a great new player experience. Then again, the shift from "move, and I'll shoot" to "shoot, and I'll move" reworks the reward system of an FPS almost completely. Normally you get the (casual) kicks out of catching someone when they're vulnerable and then wrecking them (predator-prey), but in a spellcard battle, it's confronting them when they're strong and surviving (inner strength). The first is universally enjoyable, but the latter is almost only for maniacs (even if the bragging rights are a common point of interest). So in an FPS surviving the rain of bullets would be a means to an end, be it a better firing position or capturing a point.