I know that Defend isn’t exactly the most hard-core game mode, but I feel that this balance flaw makes it significantly less enjoyable.
To clarify on existing Monsters, I am addressing Rock Throw, Lightning Strike, and Vortex with the phrase “long range”.
Kraken is certainly the main culprit here, but Goliath is still a problem to a lesser extent.
Siegeing with these allows the Monster to avoid most any of the risk they would normally incur in aiding their minions with little the Hunters can do.
Even choosing to attack the full armor and health Stage 3 Monster isn’t a real counter, since the Minions are likely to take the generator at some point while they are fighting.
In the meantime, all the Monster needs to do is target the relevant abilities from a safe range.
This nearly completely nullifies the point of the mode - to force them to expose themselves in aggression at the peak of their strength.
Instead of fighting the Hunters alongside Minions, it is currently optimal to launch Lightning Strikes from safety.
It is also, frankly, incredibly over-effective for how easy to pull off it is.
Victory aside, it substantially limits options that could be considered near-optimal, gating Monster creativity if they are playing to win.
This is not to say that ranged attacks should have no place: they would remain a tool for damaging Hunters and clearing traps from safety.
With these thoughts in mind, I suggest that all Defend objectives receive a 50%-75% resistance to select long-range abilities and ranged attacks.
If needed, the effectiveness of Monster melee attacks could be increased to ensure they deal proper levels of damage when the Hunters are driven away or rendered tactically ignorable.