Pretty much this.
Keep in mind that a large portion of the Anima grind is tailored to encourage long time players to continue running old content for the sake of extending it's life a little (especially for new players who need to que in for it). Yet, for some reason, the ignore PvP. That's old content too. It also has a DF roulette. So, why was it excluded?
Seems to me that they could have implemented this multiple different ways that would have re-vitalized the que times for PvP at least a little without making it a viable alternative that hardcore grinders would flock to. Off the top of my head:
- 1. Wolf Marks system.
This would have worked in an identical way to the Poetics/Law purchases for items, only they would have had to increase the cost of the items for the wolf marks because wolf marks have a higher cap than poetics/law. With an increased price per item (in Wolf Marks) no hard core grinder would find it an alternative means to spamming easy/quick dungeon runs. However, it would allow Players who enjoy PvP to actually continue to play without sacrificing too much time not doing their relic grind. It would give PvP'ers who don't want to stop PvP'ing an option to still continue their relic, albeit a little slower.
- 2. A Token system tied to roulette.
This would work the same way as the Alexander token system. Do your daily roulette for Frontlines. Get one token. One full week of tokens = 1 full set that can be exchanged. Not spam-able or easily exploited (1 a day is much better than Eso Farmers), but still allows PvP'ers to continue their relic while running content they actually like to play.
How hard would something like this be to implement, honestly? Yet, instead, PvP gets the shaft... again.
