Yes, MW did a lot of work since more than 9 months than they began working on it. Yes, they already thought of a lot of the "easy exploits" quoted several times on this forum (e few examples coming to my mind: big attacks, SB, sitting in corners, huge adventage of P1, OP Nullify Healing or Death).
And of course, yes, there will always be exploits they didn't anticipate.
But I think overall, they did a great job to handle all the difficulties (which does not mean pvp will be fun, I have no idea)
A quick reminder of some pvp mechanisms (in 2.9, it might be changed in 3.0):
- Players have a "rank" (from 1 to 25, D to SS), each rank needs an amount of "pvp experience"
- The PvP experience is awarded at the end of a game, depending on the pvp stage and the result (win, loss, draw)
- PvP games have a difficulty, setting a level cap. 3 Difficulties: Low (level cap: 25), High (level cap: 45), Expert (unclear, most stages have no level cap, while a few have a level cap of 70)
- On some PvP games (the random games I guess, not the friendly games), the rules are changed by rank: you need to reach certain rank to access higher diffulties, or your stats (HP, SB, ATK and MATK) are lowered if your rank is too high on a lower difficulty game, even lower than the usual PvP stat reduction.
- all status ailments success rate and duration have been lowered
- In pvp games, HP, ATK, MATK and SB are modified, depending on the game type, ranking, and the stage itself. Default value are: HP x2, MATK x0.7, ATK and SB unchanged.
- there seem to be some kind of "cups", on the 3 difficulties, to earn rewards (Titles, metal tickets, energy for the most part)