High ground - Too powerful for both player and enemies. The bonus/negative you get is just much to high. You can go up a what seems like one foot and you go from a 65% chance of hitting to 85 90. Get some good high ground and you're rolling 98% every time and their archers just can't touch you.
Don't think they are going to change that, as that's D&D 5e. High ground gives you advantage, and thus much higher probabilities to hit, this is exactly like it is in the tabletop.
https://statmodeling.stat.columbia.edu/2014/07/12/dnd-5e-advantage-disadvantage-probability/Some good points though, like the jump suggestion as well.