- Friendly & Enemy AoE healing (Sacred, Beacon) are all the same colors. Trying to receive your team’s healing is a game of guess and check.
- You cannot see where your team is on the map - only your party members, again a game of guess and check.
- No diminishing returns on hard crowd control (knockdowns, stuns) or soft crowd control (roots, slows).
- Extremely high barrier of Entry: Most players (namely any melee) need 5pc Freedom and Shirking Fort to survive the game of guess & check with team heals given all the roots and slows. It would make sense to drastically increase the drop rate of the shirking fort & freedom craft mods to allow players to craft armor to counter the non diminishing return stuns & roots…
- The Freedom and Shirking Fort craft mods are artificially scarce given how required they are for any meaningful level of play, and their requirement shows in the exorbitant price of any item with either of these perks. Because of this, gold buying is extremely common, further facilitated by the scarcity and random drop rates of items with these perks.
- Overall Damage and Healing done is rewarded and thus incentivized more than: Point Presence/Capture. Players can get top scores never touching a point - yes this is a problem.
- The path to upgrade gear to 625 is fully through PvE rewards (M10 Expeditions). Meaningful umbral shard rewards are just not implemented for PvP rewards. Why is everyone afraid of dramatically increasing the umbral rewards from PvP to be competitive with PvE rewards? Doing so would only incentivize more PvP participation.
- Edit: Also numerous abilities with grit can and are certainly interrupted while performing them, given enough attackers hitting you, or being hit by other hard crowd control abilities.
I’m not going over mortal empowerment musket meta because it’s been covered more in-depth by others.