If you guys aren’t already aware, your 50% PVP reduction doesn’t seem to apply to a lot of things. Some of the most prevalent are summons such as Templeshooter and Damage Over Time Spells.
At the moment, the 2v2 Team Battle League has a massive glaring flaw that is a big part of the reason clerics are the ones filling the top 10. Broadhead arrow, which unlike Wugushi poisons cannot be countered by reacting with an item, regularly does more than the 23k HP I bring into the arena in a single attack.
The only way to solve this problem is to be a Cleric or have a Cleric on your team, which means that Fletcher effectively automatically wins every fight that doesn’t have a Cleric against them. The primary reason the leaderboards are filled with Clerics is because they are the only ones who are guaranteed a chance against Fletcher.
On the inverse side, this is caused players to roll non-Fletcher 3 Fletchers purely for Broadhead arrow. This fault of balance is not on their part, so I won’t name names, but at least 2 members of the top 20 in the 2v2 ladder right now are Fletchers that if paired against an Oracle or PD immediately throw the match to try and get back into queue faster. They do not even try, as without Divine Machine Arrow they do not have a chance at winning the matches.
Broadhead Arrows needs to be adjusted. There are other glaring problems in 2v2 such as Revenged Sevenfold but none make matchups quite so black and white as Broadhead Arrow, as they at least allow some kind of counterplay on both sides. As a Fletcher the arena is currently a cointoss, Broadhead will win you any match that isn’t against Oracle/PD but you should just immediately lose and try again if you are. This is not an enjoyable experience for anybody involved, least of which the players on the Fletcher’s team when they throw ‘hopeless’ matches to try and get in queue again.
I believe simply cutting the damage to 1/3 of what it is right now would probably do. This will still allow them to drop a very deadly arrow every 10s, but at least it means that full CON wizard builds don’t die the moment the Fletcher presses the broadhead key. Alternatively, change the effect to be considered a poison, so that it can be counteracted with Antidote - this is how Wugushi are handled in Arena. Divine Machine Arrow is extremely strong but the gimmick Fletcher1/Fletcher2 builds that are flooding 2v2 as of this week that do not have it are completely polarizing the game and making it a diceroll instead of player skill related at all.

