Directly award experience to the player for every enemy destroyed rather than having them drop orbs. Their upside is increasingly overshadowed by the improvements in build options and enemy dynamics, and they cause several problems, including but not limited to:
They directly conflict with certain otherwise viable mods and builds, especially builds that result in enemies dying off-screen, mods which encourage or reward lack of mobility like Aegis, and mods which require specific positioning like Overclock.
They place a burden on the player's attention, disadvantaging builds that require players to actively aim and dodge over builds that offload some of that responsibility. This is more of an issue with the new methods of enemy appearance, as having to constantly scan the edges of the screen for out-of-range orbs makes it easy to miss the signs of an incoming enemy in the center, especially amidst a swarm of constructs.