I’m glad someone’s brought this up…
For me Defend has always been monster favoured, especially with regards to access to buffs. Sure, if you are a pre-made hunter team against an equal or lesser skilled monster you’ll win comfortably enough by playing it as if it were Hunt, but the monster players that have clearly played Defend a bunch really know what they’re doing and it’s pretty hard to do much about it as a hunter team.
The abilities are first used to take out the turrets (now an easier task) before running off and re-armouring. Better teams will stop the run away but sensible monsters understand that this is the last point in the game in which they’ll have to really trade significant health, and will head off.
Better hunter teams chase at this point, which is a shame as it runs counter to the ethos of the mode.
But if everything goes as it normally does then the second wave of minions come in and do their work on the generator, and with the split in attention it’s really not a hug task for the monster to incap everyone.
Note… incap everyone. People bleed out over time, during this time the monster has moved on and taken out the next turrets, by the time you’re back in the game the second generator has just been destroyed and they’re all moving on ahead of you to the final objective.
A brief repeat of the first generator and at the end of the day a stage 3 monster with minions that understands their abilities is really in control.
I’m sure the data showed monsters lose more than hunters do, but as always the monsters include people like me that don’t play monster regularly, let alone defend, on quickplay. I will personally welcome these changes if I’m playing monster, but I don’t think that’s a good balance direction.
With the meta shift coming in the future title update it’ll be interesting to see how Defend needs to be catered for because it’s a situation where those longer durations of incapacitation are actually just going to make it easier still for a monster to win.