The current PVP reward system favors a “2200 or bust” mentality. All rewards are constrained by that one magic number. That rating is a gateway that grants a weapon, titles, mounts, cosmetics, and prestige. Once achieved, the reward system favors a passive play style to maintain “Glad Range”. Once in this sweet spot, teams will sit waiting, often months at a time, for a season to end so they can obtain all of their goodies at one time. Because of this, there is little to no activity in that range, making it even harder for teams pushing to achieve that rating and the benefits that are there.
Of the top 50 teams in the 13 battle groups, 41% do not even have a full roster. Of those, even more haven’t played any games this week. But why should they? There is no incentive to push higher or remain competitive with how long the seasons last. The difficult climb discourages playing with new teams or friends or building alternate characters. It also pigeonholes certain class compositions and strategies because there is no incentive for them to play. The 2200 rating, where the rewards are, require specific class combinations to achieve. For example: A retribution paladin is constrained to fighting and losing against a mage that he could otherwise kill with his 2nd tier weapon. This is because that paladin cannot push past the gear gap generated by the “rich get richer” rewards style.
Many of these teams haven’t even obtained the 2200 rating, seemingly to have given up in the brutal uphill grind. The battle group “Retaliation” has only five teams above the 2200 rating. Are there really only 15 people in that entire battle group “skilled” enough to reach that illusive number?