Core Health from 7 to 20
Payload base damage from 1 to 2
This increases the length of the game so that reaching 20 is expected and lessens the hard impact of losing a Fort.
Mercs replaced with regular mercs (they can still help push sappers to the core if Keep is gone)
Boss replaced with regular boss mechanics (but it is still the Hanamura boss) with the change that it will take off 3 core points if it makes to the core. It will clear out waves like a Punisher to ensure enemy team has enough time to deal with it.
Payload no longer stops when contested by less enemy heroes than friendly heroes.
Payload speed is now defined as: Nearby Friendly Hero Count - Nearby Enemy Hero Count.
If the result of that is 0 or less, the payload stops. If you are pushing the payload with 3 heroes and 1 enemy hero is harassing, the payload will slow down as if only 2 friendly heroes were pushing it but it will keep moving. This makes it a lot harder to stall out the payload with just one hero.
Payload max speed increased, time between payloads increased. This makes for more time between payloads where you can push lanes and do camps and less constant focus on the payloads.
Payload maximum to 2, but they will switch between various locations.
Having 4 payloads on the map is just silly and chaotic. I got a very weird victory as Morales solo pushing a payload that the enemy just forgot about because they were busy with the other three.
With these changes the game isn't over as fast, payloads aren't instantly halted and there is more time spent on not just doing the payloads.