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Every PvP game gets criticized for blaance and matchmaking. Not as often for map design unless it's been a year since a new map has been released.
I don't know why anyone would expect any different from any PvP game ever.
In PvE, one side of the equation is 100% controllable by the devs -- the "E" side -- the NPC or monster adversaries. So it's easier to "balance" and come up with a good experience, assuming the devs know their player base.
When dungeon design starts to suck you know the devs are losing touch with their player base.
In PvP, both sides of the equation are unknowable for the devs. There are simply too many variables of who's on each side, what they are using, are they coordinated, is anyone just loss-farming, boosting, etcetera.
Typically it's a matchmaking issue where the game can't gauge properly how skilled a player is and match them with appropriate opposition. That eventually sinks a lot of PvP games.
The more successful PvP games remove a lot of variables from the equation -- no levelling of characters or gear, no extensive gear modding with wild abilities, and therefore no "builds" to speak of. They focus on player skill. More bland, but fewer variables for the devs. Every MMO with levelled anything (e.g., New World) generally gets piles of balance and matchmaking complaints.
The downsides aren't bad enough for it not to be fun to me
As for recommending for new players for pvp? I'd say the 6v6 is your best bet. I also had a lot of success with the 3v3 elimination mode when I was first starting out