PvP on SS. rgs pop all day Ranked depends. Some coordinate for group matches.
Solos/Yolos are hit or miss, pop during busier hours obviously.
Just my 2 cents...
My issue is with mobility and overall suvivability of healers.
Healers dictate match outcomes most often.
Chasing them around map while teamates ignore them and deathmatch in a futile attempt to take down DpS & Tanks.
Meanwhile their dps is hammering on you....
Good healers can easily pull 5k + hps. Most DpS struggle to hit 3 or 4k.
When you have a couple good healbots on both teams, say like in a Voidstar, it's kinda annoying.
The matches where you end up with 2-4 million in damage, with 0 or 1 kill and 1 or 2 deaths.
Nobody on either team can kill anyone. Not 1 door i planted....
Especially guarded heals that know how to use DCD's and LOS.
Merc, Op, and Sorc hls all have great DCD's and mobility, roll, HO, phase walk, etc.
I find it quite challenging to kill heals while getting white-barred and interuppted and beat on by Tanks/DPS of opposing team.
If you and/or your teamates manage to chase and burn down that pesky healer, you have to cap, plant, score fast, before that heal has rezzed and returned bouncing around and spamming heals keeping the other team up....
PvP Regs is still fun in general, I just feel, (just 1 opinion), that healing needs a slight nerf...
Either to mobility, dcd's, or energy cost/heat, etc.