Sleep duration is far far too long. Diminishing returns dont really work well for sleep either. Scholar dies, raised by summoner 1, summoner 2 dies, raised by scholar, swiftcast is back up, raise, raise, raise, limit break, raise, raise, thats assuming your team lasted long enough to get to that point. I got 10 kills in a match and it was a draw. Ridiculous. Now its either like that, or its the opposite which is worse than a forever match, sleep, sleep, sleep, kill one, kill 2 , focus 3 , 4th player is asleep still and wasted purify. 1 minute fight. Terrible lol.
Basically, less sleep time, Less importance for summoner to be in the party, a limit on raise or something. I love the concept but it just doesnt work in arena. Heals can keep raise but there has to be some kind of limitations.
Also limit break is just an ohko, its either useless to do it, or done on the healer, kind of a waste to have it in pvp. Heck most matches are so fast you never do it anyway. I love the pvp, but it does need some fine tuning.
Fixing sleep is simple to do. make all pvp gear have a base sleep reduction to make sleep be 15ish seconds without materia, sleep either makes the fight boring in winning or losing. It isnt fun either way.
Ressurection, eh not sure what to do there with keeping balance. have to think more. Maybe on 2nd raise of a player in pvp they gain heavy as well every subsequent raise, only in pvp for 5 seconds.
