It's an incredibly limiting and frustrating mechanic and EVERYBODY HATES. It's the antithesis of everything you've been trying to do with the game for the last couple years, just like removing crafting but that's a whole other post. You lowered combatant shields, added ability champion stunning and added/changed other things to increase our options and add variety. This modifier does the exact opposite and it needs to die.
Please don't make oscillation a part of heresy. I can live with the other modifiers - the ammo one isn't bad, the health one is doable with the right loadout - none of them are as terrible and frustrating as this one. This modifier is the only thing keeping me from doing the gm this week, and I really wanted an eager edge/BnS adept roll of this sword. Considering it'll probably be gone from the adept rotation when heresy starts that's just even more frustrating and heart breaking. I had ONE successful run out of four attempts I've tried so far, partially because of terrible teammates, but mainly due to this -blam!- terrible mechanic. Plus most people that apply to my ftf clearly aren't even aware of the modifier which makes finding decent teammates that much harder and makes things take longer.
It also doesn't help that this episode's artifact mods have been terrible or mid at best, especially the champion mods. Special GL's are great but other than that, it's just weak as hell. Anti-barrier shotguns, really!? Please make heresy's mods better. Echoes' mods were great, especially when you added more anti-champion mods with each act, please do that again. This whole episode has been beuond limiting and frustrating all around, no crafting, weak champion mods, terrible modifiers that only add frustration/restrictions but definitely not more difficulty. Please do better.
And on a side note, ffs please bring crafting back! Make the "heretical arsenal" (aka the new shinies) RNG and the plain versions craftable and everyone's happy. Most anti-crafters (aka insane gambling addicts) even want crafting to come back after weightgate and the terrible RNG this episode. The point of a looter shooter isn't endless grinding/chasing, it's about GETTING WHAT YOU WANT and USING it in future activities, period. Why anyone would want that process to take significantly longer is just insane thinking. Crafting still takes a decent amount of time, just take out the weekly freebies or even the deepsight harmonizers and everyone's happy. Why would you even add those in the first place if crafting is so "bad for the game?" It's no coincidence the player population dropped off significantly as soon as you removed crafting, it's not [just] the bugs or the plethora of other issues. This game has always had bugs and problems but it never lost players as fast as this terrible episode. Look around Reddit/here and you'll see that the vast majority of players have left because of that and the other design choices you've made that are disrespectful to your players like the pinnacle grind.
The new trials changes sound great, I'll definitely be spending plenty of time next episode grinding that and other activities for rolls, so give us crafting back so we can spend less time in mind numbing seasonal activities and more time playing the modes WE ACTUALLY WANT TO PLAY. Do that, remove oscillation and bring back episodic Engram focusing. Start listening to your players for once and people will start coming back, plain and simple.
I've said it before, but I feel like they're trying to play test certain modifiers during this season to see how they play out for when they implement their customizable activities system. I imagine some of these awful modifiers will give the biggest boosts to rewards.