3) Restore the Pre-6.1 Limit Break System
Several of the above issues would be immediately solved by returning back to the old role-based Limit Breaks. Healers and Tanks would provide party-wide healing and mitigation to survive big bursts, Melee would provide a massive single target damage (encouraging chain Melee LBs on hard-to-kill targets), and Casters/Ranged would provide AOE LBs much like SMN LBS. AOE sync bursts (ie Death Ball/Murder Ball) were still possible pre-6.1, it just didn't happen as frequently each match so that it wasn't such a dominant strategy that it could be largely relied on to win the match rather than being used to win a single objective. It also would restore a bit of the original role identities without reverting back to the old style which the devs stated put too much pressure on healers, in which healing was almost exclusively the responsibility of healers, as well as damage mitigation was largely the responsibility of tanks.
4) Change the Battle High System to Be More Like Soaring
Rival Wings has the right idea for a kill perk system for Frontline, though ironically Soaring/Flying High might actually not be the best fit for Rival Wings. In case you don't know, Soaring, like Battle High, increases your damage and healing potency, but it also increases your LB generation, and most importantly you can't lose your Soaring stacks. However, the iteration of Soaring/Flying High I'd like to see implemented for Frontline would NOT impact LB generation, but you would not lose it upon dying. It should be 20 (200 points max, 5 pts per kill, 2 per assist) stacks shared between your party, and for every 4 stacks (40 pts from any combo of kills/assists), you gain 1 BH level (10% increase to healing/damage). So BH1-5 still exists, but you earn it as a team, it takes more points to achieve each BH level, and you can't lose it.
This reduces the anxiety around dying for newer players, as well as encourages more aggressive fighting rather than playing overly defensive as you won't have to worry about your players risking their BH. It also allows weaker teams to catch up more quickly rather than being bullied into submission and not being able to mount a decent counteroffensive. This would combat the widespread issue on NA DC of 2nd and 3rd place focusing on each other rather than 1st place because they believe the 1st place team is too strong/out of reach. This mentality has led to worse quality matches and in general bad vibes about Frontline/PVP.

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