While I don't agree with PotatoTree's reason since the removal of PvP Level restriction on gear, I'm also not keen on having Morale as a PvP stat.
My reason is beyond the scope of PvP only.
It's quite simple: If I need a separate set of equipment for each job I want to play in PvP, my inventory will explode.
So, while having a PvP stat is, in itself, acceptable if made accessible quickly enough (which it is currently), more equipment doesn't fit the current situation of storage overload well acknowledged by the dev' team.
In short terms: Morale should only be a concern when the inventory capacity issue is resolved. If you can't solve it, then Morale should just be removed entirely.
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With that being said, if Morale was to make a comeback on the PvP scene, it should only give indirect benefits to the players, which won't help him defeat an opponent without Morale directly.
There are multiple ways to achieve that:
- Reduce the death timer (which wouldn't be applicable since 5 sec is already super short. It'd only be viable in Seal Rock).
- Give back more MP/TP when raising from the spawn area after a death.
- Increase the amount of Adrenaline given to the player, without making him able to use more personnal Limit Breaks. The player would only get his Adrenaline gauge filled a bit more quickly than the opponent, opening for more timing strategies.
- Increase damage to the supply boxes.
Pretty much anything which doesn't affect the damage done by or to the player with Morale. Having a CC reduction is also a big no since CC is a core mechanic in PvP, everyone should be equal on that matter.
Worded differently, a losing player shouldn't be able to blame his lack of Morale or the high Morale of his opponent for losing.