I know this mode is somewhat controversial, but it’s by far my favorite mode. It really comes into its own in higher level play, and most of my favorite games from the tourney on Sunday were from this mode. With competent players, you actually see a lot of back and forth and a lot of good defensive stops. It also feels like the mode that best rewards skills other than standard deathmatching skills.
One of the inherent problems of a mode like blitzball is that the interesting play it presents to higher level players eludes lower level players fundamentally. You can’t really balance it for both ends, because it requires a base level of mechanical competence to play it “properly.” It also gets some strategic and tactical depth from having a lot of non-obvious interactions. For example, people complain about assassins or wraiths grabbing the ball and scoring in a few seconds. However, if they do manage to cap, they are now stuck in a corner of the map with likely low health. If you kill them after they cap, you create a 5v4 advantage for the next ball spawn for your team. Interactions like these simultaneously give the game a tactical depth while alienating players that don’t really think about these interactions.
Rather than changing the mode in a way that probably won’t appease the people complaining about it and make it worse for higher level players (since these problems are fundamental to the mode), I’d rather suggest lowering the chance of playing blitzball at lower mmr tiers. I think there would be much less complaints about it if only one out of ten games was blitzball; it would be an inconvenience at best to those who don’t enjoy it.