I’ll just skip to the point, hopefully this will reach an arenanet employee.
There are some major issues in Hotjoin sPvP matches that anyone who plays can notice.
1.) First and foremost, the problem of outnumbered matches. You already have the autobalance feature, which will move one member from the team with too many players if it outnumbers the other by 2. This works to a point; however more often than not there is someone waiting to join whatever team is winning (the one with 2 more players) and the end result is the match still being outnumbered. My main point is that autobalance has become ineffective. That being said, it is appreciated that you’ve implemented the automatic win credit to an autobalanced player.
My recommendation: Add an automatic win credit for joining an outnumbered team a certain period after the match has started, in order to avoid the beginning of the match simply awarding anyone participating the win credit. Personally I would rather the records of wins and losses be removed to discourage abandoning teams, and encourage build testing and refinement rather than going with whatever is popular. Perhaps only removing the records for hotjoin matches but not tournament/arena matches.
2.) Absent players or “leechers”. In Guild Wars 1, if a player wanted to give up, they could use the /resign feature and the match would end. Atop this, there was also the report for leeching option if a team mate were to leave the keyboard for prolonged periods of time. In Guild Wars 2 however, there are no such features. If a team mate decides to give up individually and without the courtesy to simply leave the match, the rest of their team is left outnumbered and with no hope of autobalance.
My recommendation: Add an afk timer for sPvP as it is seen in other areas such as dungeons. “Unless your resume activity you will be kicked.”
3.) This last issue is less significant; however the most prominent of them all. Balance among classes It is common knowledge to join the team with the higher number of mesmers, engineers, or minion masters. The simple fact is that a team of 3 engineers can place one per capture point and fight on equal ground against two opponents each. The same goes for just 2 berzerker mesmers which can essentially either instantly kill any player before their pistol 5 stun is over, or stagger their stuns in the event of something like balanced stance, hiding in stealth until the other player is vulnerable. Hammer warriors have an easy time finishing off opponents before the target can even stand up off of the ground. This isn’t necessarily the problem. Despite the fact that with the combination of berserker’s stance and endure pain they become literally invincible long enough to do their job, they can be killed. The problem lies in the fact that there are no other options for warrior that match that kind of potential. This is common in several classes, where one particular build and weapon set have clear advantages in damage, survivability, and control than every other option available.
My Recommendation: Limit the number of any single class on one team in a match (i.e. a limit of 2 engineers per team, 2 mesmers, 2 guardians, etc.) More balancing among builds and weapons. Perhaps an introduction of pvp skills as seen in Guild Wars 1.
Thank you for your consideration.