I've been pushing for the Garo mounts this past week. I'm currently on an 18 game losing streak at 7/10 for the silver one. Feels bad man.
Anyway, I've been PvPing in MMOs for 15+ years, and these are my observations of what I think PvP in this game is doing wrong. Keep in mind that this is considering PUG vs PUG, which is the vast majority of PvP that occurs.
1. Healing is too strong/Time To Kill is too high. From what I can tell, SE didn't even try to balance healing for PvP. The numbers seem to be pulled straight from PvE, where healers need to heal through raid boss damage.
A semi-competent healer can heal through 6+ PUGgers attacking them or another player. It should be well known and should have been easy to foresee that expecting the level of coordination from a PUG that it takes to properly counter a healer is unreasonable.
It's an imbalance of responsibility: one healer vs 6+ strangers needing to coordinate burst, CC, and cooldowns. In the case of the Feast, they need to do all of this without the ability to even talk in some cases!
This is the #1 issue that sucks the fun out of PvP for me. Most encounters turn into two walls banging against each other for 10 minutes.
2. Frontlines have too much RNG. Ice and Tomelith spawns contribute too much to the outcome of the game. When the winning team gets 3 Tomeliths close to their base, it's a real punch in the gut.
3. Three-faction PvP doesn't work if people don't understand what tactics they should be using. When #3 keeps attacking #2, then the entire system breaks down and #1 just stays #1 uncontested.
4. Losing points on death creates a "dead zone" where it's not even worth trying to win anymore, because you'll just lose faster. This is most noticeable in Sieze when someone is close enough to winning. You can't even assault their Tome because you'll for sure suffer some sort of causalities in the process, and the points from your deaths will put the enemy over the top anyway.
5. If it isn't already, premades should be matched with other premades whenever possible. A premade on any side is too strong of an advantage given the other points I've made. It's a snowball effect.
6. The available game types and sizes rarely allows for individual players to make a mark on the game. Whereas other MMOs have game types where a player can feel good stealing a node or capturing the flag, Frontlines (especially Shatter) are almost entirely about moving as a group.