Ehh. I understand group and 1v1 fights are different, but I still feel that the stacking is too strong, especially considering how offensively oriented the meta is. Not sure I agree with pvp being balanced though, since that would mean more than two types of templates (parry mage and archer) would be usable. I suppose it's "Balanced" around the two templates (and variants like Stealth Archer), but when practically everyone is playing Template A or Template B, it's overcentralized.I don't find a huge problem with the corpse/curse. Yes - you could in theory abuse and stack to run a single char that could do it, but your defensive ability would be so low that you become a glass cannon. It can be done in group settings, which I'm fine with. I would say just leave it as it is.
I do think Archery is a little OP right now, but truthfully I don't know that I have the answer for how to fix it. The only thing that comes to mind is to have the base damage of weapons reduced, or, have some type of penalty (whether to damage or hit chance) when toggling moving shot.
Archery: Hmm. Hard cap of 1.5 sec swings on ranged weapons? I know it's a video game, so realism goes flying out the window, but there is NO logical way that someone should be able to fire another shot with a bow (or throw a Soul Glaive/Cyclone) so quickly. It should take more than 1.25 seconds to get another arrow ready. Base damage: Maybe. Would require testing regardless of the fix(es) suggested, but the damage on Elemental Bows should definitely be looked at. Moving Shot: As I remember, it used to have an HCI penalty way back in the day. I hate reusing the "realistic" argument, but if you're moving and trying to hit another moving target, the archer should actually have a penalty to both.
I'll agree to everything else. I'm also amazed that everyone is actually AGREEING on something (balancing for 1v1) in a pvp thread. Has that ever happened before?