Just wanted to be another voice on this matter so the community has another perspective.
The meta before Arcadia
Full +20 gears with 6*s duals/4 element resist in all sockets allowed you to tank 99.99% of the server in ALL level range, the only class that was able to kill were Summoners due to high matk, high CD and with a broken x-spam that has no reduction on damage whatsoever.
Meta RIGHT after Arcadia update
Full +20 gears with full 5* Special dual or single resist (depending on level) with a focus on resist allowed you to also.... tank 99.99% of the server, and yeah, Summoners were the only ones able to kill.
Meta after the Arcadia element bug fixed with elements working as originally intended
Finally some variety in elements and classes. Doesn't matter what you build, you'll only be tanking at most give or take, 25% of the server. The other 75% or more, provided that they are also equally geared in elements will cut through your HP like a hot knife through butter.
I think there is some balance in regards to elements. We're finally moving away from the 1-person-tank-all meta. The balance of the classes is a totally different matter. This also gives an alternative method to stack for players without a lot of "cash", they are able to roll in Vanilla gears and can still deal damage to full +20 purple players. The setback of course is they're going to get one-shotted but at least they don't come off as totally useless.
In PvP, it's not essential to have a summoner anymore as any class has the potential to kill, this is where a player's skill comes into play. Can you kill the other person before they kill you since you're both squishy(featherweight/easy to kill)? It's nice to see a variety of classes now instead of Summoners, Summoners, Summoners and the other 2 mage classes for total crowd control.
As in regard to the complaint about element having too much of an effect in PvP, it may be so in PvP room and Emporia as well, HOWEVER in BSQ, with death buff stacking and a competent team for backup, it still takes a bit long to lock and kill healing and/or running flag holders. As for the PvP room, rules such as equal gears or reducing element damage can be placed since after all, the players are more in control there.
As for the question of the thread
Summoned skills should get Element applied to them because from what I can see the classes with those skills have the lowest killing power. Overlords' and Sorcerers' PvP damage output, for example, will greatly increase, almost putting them up to par with the x-spamming classes. Reducing Summoner's final damage amplification should be considered but not to the point where it becomes useless, like some people already mentioned. People spent time and money to get those cards so they should reap the rewards.
A reason why Summoners are so broken because on top of their insane MATK, they have the helix shot skill and it's also splash damage with no reduction. Take that away then they don't really hurt. Invokers also have a 3-ball per shot, called Diffusion Cannon, but it does no splash damage and their x-spam magic damage gets a -70% reduction. Destroyers, another x-spamming class, has random shot which is a 2 arrow per shot and does no splash damage as well.
And good job Popcorn for finally working on the PvP aspect of the game, it's been ignored for far too long.
Edited by Infin1te, 09 October 2016 - 12:42 PM.