Feedback on the proposed changes
Blight: Increase timer for the first wave by 30-60 seconds. The amount of restarts is so high because only 1 of 4 has to fail (unless you wanna continue to play with 2 players)and this just makes you not touch this map without a premade team. This is an easier fix then balance the camps for each position since they have a different difficulty depending on what you start with on orb 1.
Convoy: seems good. make the stoneskin warriors immune to nightguard swap since you have more time? there are other issues but nothing that needs immediate attention now (you can set up a few necrofurys, lure the boss towards the gate with spawned skeletons from undead army and just nuke him with the necrofurys for an instant win, ignoring the mid part completely)
Defending Hope: seems good, maybe change the bottom part since you never get those wells unless you want to defend an extra spot, but it is never worth it for 2 wells, so they mostly become obsolete.
Nightmare Shard & Nightmares End: The biggest problem with these maps is acquiring T2 orb and so much waiting (e.g. if you fail and now you dont have enough charges xD). Maybe move the walls a bit further so that your archers can always hit the witch and the Vilebloods to make it consistent? Sunbridge: I think replacing only the first Dragon with an Abomination is still too hard, I think they only need to spawn after 1 player has T3, but needs testing.
The Dwarfen Riddle: Not sure this will affect how the game is played at all. Maybe separate the map so you can't cross it with flying units?(Bearbeitet)
The Guns of Lyr: Same problem as Blight, this map is so damn hard unless everyone knows to perfectly play their role that you don't play it with non premade teams at all. Reduce the waves a bit or give the others more time, this will not affect speedrunners and feedruns but give players who wanna play the map the normal way but don't have a full team to at least enjoy it from time to time.
Titans: If you implement the nonblocking strategy for Jorne and make the swamp drake immune to night guard swap then Players 3 job could be a support for Player 1, maybe by doing objectives you delay Jornes arrival or disable some spawning buildings? for the non-commented maps: I like the suggested changes
One of the biggest balancing issues for maps was and will always be Amii Monument
Just my 2 Cent
Prajoss