Thx Bhusta for this detailed feedback. There are a few important points that we need to discuss.
turning unit collusion off
yes, thats a general problem of this map and this gametype. We implemented three types of Creep waves depending on the forsaken players. That means,
1-2 Forsaken Players: 30 units per lane == max. 60 units
3 players: 20 units per lane == max. 60 units
4-6 players: 10 units == max. 40/50/60 units
We create defense units depending on how many coalition units enter the forsaken land im comparison to it's current hp. If the forsaken players kills only a few units with their towers we get trouble with too many units. Thats why we often get blocked by allied units.
The idea with the potion is not bad or all heroes get a 5th ability which can be used to run through units but only every X sec/min. We'll discuss the idea with "mobile dome". Maybe that could be an interesting point and prevent for long walking times to the current battle point.
brief backport channel time
That's a good point. I noticed that's a bit unfair and i think we should add this feature.
I'll talk to my team mates which way is the best to optimize this point. I have an idea too

But thx for this hint.
enable skipping cinematic
Check!
Stackable Health/Mana potions
Good Point! Noticed.
too slow regeneration in the base
yes, that's correct! Will be increased with the next version.
higher tiers / stuff for gold
We will not add more shops or items... We try to fix that by changing the some values like the gold-income, gold for hero kill... but i had the same problem in the test yesterday.