Team Fun vs. Team Irritating: FIGHT!
Fun:
+ the surprise combo of CC/redesign/garo has revitalized PvP by bringing in more players than ever before
+ queue times are really fast
+ series reward grid is a great feature and makes you feel like you are progressing
+ you can now get the garo and achievement mounts and basic series rewards fairly easily
+ several frontline players seem to have learned their job skills, probably via CC
+ killing dragoons is something we can all get on board with
Irritating:
- many new players means many ineffective players
- losing repeatedly due to factors you can't control is frustrating
- some jobs seem to be much more effective than others on the average
- most jobs can't easily carry an ineffective team that ignores objectives, keeps dying in 1v5 fights, etc.
- no placement system so you're really going to get a lot of ineffective teams
- occasionally a player drops out so you end up on a 4p team, which is hard to win with
- party comp can help a lot but is largely random and can't be changed in CC
- RNG strongly influences win streaks and lose streaks which affect "ranking"
- ran out of things I wanted to spend trophy points on
- Secure is still a tedious slog vs. the other (more fun imho) frontline modes
- I miss Rival Wings even though it was only possibly to play on Saturdays on our DC
- dragoons keep respawning