The Feast does feel as if one can simply ignore mechanics. So far the queues have been longer than the actual game. I am writing this from the perspective of a 100% win rate. Overall, fights are far too quick and this has to be addressed. I would like to see:

1. There should be more than one round per game. It should be best of three given how long the queue can be.


2. It should not be safe for the opposing party to go into the other teams safe zone. I am not saying it should not be possible, but it should be high risk high reward. Place a medal coffer far in, but also place some kind of activatable hazard the defending team can turn on and unleash on you.


3. The middle part of the battlefield where the parties rush to meet should not be static. It should be a live platform. Perhaps with
a) walls that move
b) walls that appear in different patterns
c) hazards (eruptions, ice slides, titan bombs, instant KO falls, etc)


4. Players should have the option to pass their medals to a teammate, with a relevant cooldown.


5. There should be various tactical play modes automatically activated by the server per round, eg.

a) Basic 4 v 4 or Basic 8 v 8 as currently implemented

b) Alternatively, a mode which locks half of each team in the safe zone, and basically encourages half the team to work on Defence while the other team go out to slaughter.
So:
- half the team battle the other side's half team
- the reserves stay to battle crates or something for a party bonus, say team wide heals, team wide stoneskin, or even summon a primal.

c) A play on the above, an Endurance mode, 1 on 1 battles until one side's team has been culled.

d) Yet another play on the above, but a Tag Team mode. If a player runs back to their safe zone a reserve can run out into the battlefield. The player who has returned to the safe zone will have his HP frozen and become unhealable until he returns to the battlefield. This will play a lot like Street Fighter Vs games.

e) Stamina Gauge and Weapon Prowess Mode, aka: Calm Things Down Mode. Make battles more realistic, by bringing weapon handling into full effect and tie actions into a stamina gauge reminiscent of FF14 Version 1.
- A tank should be able to Perfect Defend so long as his stamina gauge has enough juice.
- A dragoon should have a 100% effective parry, but it drains blocks of his stamina gauge.
- A monk is going to have Perfect Counter so your not going to want to gang up on him/her.
- And for mages it would work similar, the higher your stamina gauge the more instant your skills are, before being reduced to FF11 style casting times!