I think at this point in the game's life we need to have the talk about Battle Highs and how one team if early enough gets a bunch of them is nigh unstoppable, leaving a third team to be so drastically down in the dirt they have absolutely no way of recovering. Especially if they are the focus of being farmed for said highs.
I've lost and won matches where team three is usually 90% less points than the first two places by a large margin and some stay like that after the first conflict, leading to the situation above of both teams harassing that third party not because they are a threat but because they are free and easy 'Battle High' generators with how distraught and disjointed they become.
I do enjoy PVP. I put in a few too many matches of CC as well. It's a nice diversion and throw myself into fast paced action on occasion.
Option one: Get rid of battle high entirely.
Just remove the concept of a battle high to make things a bit fair. It only benefits the people who can consistently get their group to coordinate deaths and ramps up to where there is no hope in even dealing damage back.
Yes, it is 'rewarding' the people winning with more survivability and damage but the snowball effect it has only diminishes any attempt for struggling teams to climb back up. I've been in many matches as both a winning and losing team. Even with max Battle High i find the system downright unenjoyable. The losing team no longer has a means of recovery.
Removing the system entirely would make it chaos and deadly but offer up potential real big comebacks over "Kill more ppl = nigh invincible"
Option two: Change the Battle High system
Right now the Battle High works in 5 tiers. Starting from 10% increased damage and healing to a max of 50%. Battle High on it's own concept sounds nice and rewarding but eversince the overhaul in 6.1, damage is fixed rates and survivability becomes higher due to the potency heal increase of your self heal. I think it should change the values to be more like this...
Battle High 1: 10% Damage/healing increase
Battle High 2: 20% Damage/healing Increase
Battle High 3: 30% Damage/healing increase, 20% Damage Received
Battle High 4: 40% Damage/healing Increase, 30% Damage Received
Battle High 5: 50% Damage/healing increase, 40% Damage Received
The idea is that after BH3, you are now a more wanted target and surviving with such powerful damage increases should be a detriment in order to prevent snowballing and risky plays that see one person able to decimate 3 players singlehandedly with no drawback all because they killed players early enough to run.
If a tank is worried about these bonuses, reminder that all tank jobs already start with a -50% damage taken modifier in a Frontline to compensate for the amount of players in a given battle. All this would do is reduce their damage taken up to -10% at a BH5. Same with most other melee like Samurai and Monk.
With the damage increasing, so too should the player with higher highs be easier to take out as a true risk/reward progression.
These are only two ideas i had and i want to hear other ideas or why you think Battle High should remain as a team denier snowball mechanic to guarantee your wins for stacking them up...but knowing how PVP forums are 9/10 people will be unnessicarily hostile.