Strange, I was certain someone would've mentioned this by now: Siege.
Item damage is a bit unfair for defenders, and exp/gold bonus is ridiculous for attackers. Battle is fine, it became much more fun with the patch, but siege is seriously broken.
This remark about siege is absolutely true.
There is no longer an objective for attackers in a siege match, because when they've got their x5 multiplier, why would you capture the flag within 6 minutes if you can do it in 10 or 11?
I've played a few matches with this patch and attackers even 'ordered' other team mates to 'not capture the flag'. Attackers did even run away from it to avoid the round (and the gold and xp flow) to end.
The other issue with siege is now that being a defender really sucks, because:
1) your multiplier will be reset to 1 after your first round as defender even if your team did a great job to hold out for like 10 minutes
2) your items will be damaged, so defenders get an extra penalty for just being defenders
I know we all have to get used to the changes, and it is easy to say it was 'better the way it was before the patch', but in the case of sieges I would definitely agree with that statement, since both teams then got rewarded for their efforts and defenders had a good chance to "win" (by defending the castle for more than 6 minutes).
Wouldn't it be possible to change the multiplier in sieges depending on the time the defenders defended the castle? If the flag was captured after like 6 minutes (out of 12) both teams get an increased multiplier of 0.5 for the next round. And if it was captured after 3 minutes, the defenders get an increase multiplier of 0,25 and attackers of 0,75.
The multiplier could for example be reset if the map changes.
And depending on this time: item repair cost for attackers if they used over 6 minutes to capture the flag, and repair cost for defenders if the flag got captured in less than 6 minutes?
I think that might restore the objective of sieges.