Yeah, there doesn't need to be a rigorous matchmaking algorithm for brawling initially, even though something as simple as win:loss ratio like hearthstone would suffice for the mean time. But then there would have to be rules surrounding what determines a win or loss (probably best of 5 with respecs/regears in the middle being akin to sideboarding).
But yeah definitely a shame how even simple access to personal dps meters is so taboo, being unable to see breakdown of damage from spells, etc. Anyways, I digress.
Lifesteal does not work at level 70 as far as I am aware.
It doesn't. It's reduced to 0% at level 70.
From levels 61-69, it works at a 10% effectiveness. So if you hit one enemyfor 100k damage and has a 3% lifesteal, instead of recovering 3k life, you would recover 300 life currently (versus 600 life before patch 2.0, when it had 20% effectiveness).
I wonder if that will be enough for people to be incentivized to play more Brawling in RoS.
The lack of people brawling isn't so much due to a lack of incentives as it is a lack of accessibility. Currently there isn't a unified queuing system for pvp. Instead we have to search for subquests with the brawling tag and even then it is just a zone attached to pve rather than being a zone exclusive to pvp and only pvp. A generalised pvp queuing system button. would work wonders