No, they just need to adjust the rewards structure for PvP in general. Change winning to a modifier, and make the reward based on a tally of your Kills/Deaths/Assists/Damage/Objectives/etc. So if you do nothing all match and just get carried to victory... A 1.5x modifier on zero is still zero, meanwhile a 1x modifier for losing but with 20 kills is still worthwhile... A reward structure like that would actually encourage participation and improvement; The better you get at PvP the more rewards you get, someone with 2 kills a match wont get the same reward as someone with 20. There is reason to play and improve with such a system, rather than the current "lose faster so we get rewards faster" attitude.
I'd also like to see a top 3 system attached to the various statistics at the end of battle, so top 3 kills, assists, damage dealt, healing done, damage taken, etc. (think something like Overwatches Gold/Silver/Bronze medals at the end of matches). Solely for the purpose of achievements, though it can also be a modifier for the basic EXP/Wolf Marks/etc rewards. Win x Frontlines matches is not a good system for achievements, you can have a 100% win rate or a 1% win rate, you'll still get that achievement in the end. Having achievements that actually encourage aiming for the highest kills/etc per match would, again, encourage people to improve. They're also far harder to obtain, giving the achievements a longer lifespan. Having something like that for Garo would have been interesting, rather than a bunch of 0 IQ leeches you'd have people coming in and either putting effort in to carry themselves or giving up when it's clear they'll get nowhere with a PvE snowflake attitude, a win-win IMO.