Hey all, like most I really enjoyed the open beta and find the combat engaging and addicting. The only thing to note is how many of the multiplayer modes feel downright uninspired and do nothing to experiment or take any risks with itself, instead relying purely on that combat system and little strategy or management from the players.

But it doesn't need to be that way! So with this thread, I would like to suggest and discuss possible ways to add more life to these modes in order to hold interest over the long haul.
And hopefully the devs can have a better idea of what it is the players enjoy and what it is the players find dull. I will start

Throughout the campaign, I was surprised to encounter numerous interesting weapons, environments, enemy types, and hazards that are simply not present in the multiplayer mode. Although I find that added effort is wonderful and gives the campaign some real incentive to tackle and play through, it also means there is a wide breath of material that could be implemented to make the Multiplayer team modes much more interesting.

For example, currently in Dominion there are the three points you capture, A/B/C, and each earns you base points while it is captured, but they do nothing else besides that.
In order to capture said points, all you have to do is stand there. And in order to defend, all you have to do is stand there. This means points A and C simply become stomping grounds for players to butt heads and takes emphasis of the central conflict AWAY from the central point of interest, B, which relatively speaking is less rewarding to take and hold other than to farm experience off the mobs.

I would recommend several changes, for one, have B auto generate 2 points per second instead of one, and remove the bonus gained by standing on the A and C points so they will only ever generate 1 point per second.
Two, make these points A and C have a more dynamic effect on the central point B. For example, in the campaign we find archers everywhere, yet are completely left out of Dominion. Let's look at point C on the Knight's Dominion map that has that big battering ram at B (I'm sorry I am unaware of its official name). Holding C could allow your team to spawn in archers that will rain flaming arrows down at point B, in order to give your troops an advantage to take it from the enemy. These archers would then need to be killed in order to take point C.
Likewise, point A could spawn the sort of low level Wardens that consistently appear through out the campaign's first chapter. So for either side there would be an incentive to take these points, offering special troops to do low dps to Heroes or disrupt them. And on either side would be helpful to push B or disrupt the enemy's flow of troops into B.
This could have similar implementations across any of the dominion maps, spawning different enemy types (such as the wolves for example) or perhaps various providing passive bonuses to aid you.
Third and finally, why not implement the sort of siege weaponry we see in the capaign mode such as the earliest example being the Ballista? They would also add a deeper layer to the game allowing players to take and try to hold this weaponry in order to gain the strategic advantage. Now I don't think a ballista should insta kill heroes like it does in the campaign, no no no, but to force them through different paths from spawn by holding this weaponry would be very cool, and heroes could easily attack a hero on this weaponry since they are wide open, discouraging the extended use and poorly timed use of these machines.

That's the basic for dominion, I'd also the idea of a sort of "payload" map where one team pushes a large ram (like in the campaign) to a gate and the opposing team needs to use various means to attack and slow the ram. There would be a time limit, and once that time limit is up, the defending team would have a rushing army of reinforcements come and wipe the attackers out as the sort of role play reason for the time limit deciding the victor.

Let me know what you all think of these kind of changes. Do you think this would make the team Multiplayer better/more engaging for you or do you think too much here gets in the way of the player v player fighting? Personally I think this would be far more interesting and would provide a very nice change in mechanics and play style from the other modes such as Duel and Brawl.