If this thread is misplaced, pleace move it or something.
I want to talk about level design. Specifically about the levels Citadel and Hillside. I feel that it is terribly unbalanced, and the defending team is favored a lot, especially in the first stage of the level.
The long walk from Agatha spawn to the objective is annoying and boring. Attackers most often do not fall victims to archers during that. Instead what happens is that the attack is halted right by the objective. This makes the attackers spend most of their alive-time walking to the objective.
The defenders spawn very close to the objective. So after they’ve respawned, they’re already there. Don’t have to walk super far to get to the fight.
The fact that the attackers must attack en-masse to do a good push gives the defenders a great edge too: they don’t have to watch for friendly fire: attackers (if grouped) are easy to hit by careless swinging and teammates respawn quickly nearby. No need to consider your position, just left-click away.
Adding more into the unbalance, is the difference in goals for both teams: the attackers must clear the area, and do something special at the objective: torch buildings, stand still on trebuchet pads, lock themselves in siege weapons to fire at ships etc. This takes focus away from fighting (naturally) but has the player exposed to the defenders in a somewhat helpless state. Together with the aforementioned quick and close respawns for the defenders, and the general lack of friendly-fire avoidance, the defenders are very advantaged.
Now I can’t say I’ve got statistics for this, but to me (and my friends’) knowledge, Agatha loses Citadel and Hillside very often. Too often for it to be balanced. This whole thing can be remedied by moving the spawn locations in those levels, to reduce the run-to-objective-time for attackers or add more of it for the defenders. I still play those levels as Agatha anyway. It’s not game-breaking by any means, just feels like an imbalance.