Enough is enough - fix these balance issues.
This is by no means comprehensive, but it's a good place to start. This crud has been out of hand, anti-fun, and game-warping for too long.
A: Laser-type Breath Attacks
They're impossible to dodge or maneuver around with the new controls. Go figure. I don't know about you, but being stuck in a constant damage race on the losing end is the exact opposite of fun. There are not a lot of options, if there are even options, available when two dragons are locked, but one has a completely unavoidable, steady source of damage. Remove the new controls - these breath attacks were fine before you decided to make dragons defy physics by strafing. Failing that, you need to nerf the damage - and then they're nearly useless, so you've screwed them over, so good job on those controls.
Just nerf this thing already. It's too damn powerful and I've been reporting people who keep demanding it from other players in the dragon select screen and throwing fits when they don't get it. This leads into...
C: Disproportionate Damage-to-Accuracy
This will take some explaining.
We naturally expect that the harder an attack is to land, the better it is at what it does. Dreadnaught's Ash Burst and Deepfiend's Geyser are good examples of this - fairly hard to land, tons of damage when they do land. It's satisfying for the player when they connect, and it's satisfying for the opponent if they can dodge. This is good.
The problem here is that there are dragons and weapons that have attacks that are insanely easy to hit with, but do incredible amounts of damage. Ryujin is the chief offender here - I don't care what role you want him to be, you simply cannot have high damage on rapid-fire homing birds. There's no way to dodge, no way to mitigate the damage, and no way to avoid dying like a punk. Other offenders include Skyburst (a three shot spread should not be doing 300 damage at level 3 - it's straight-up superior to most dragons' breath attacks), Sphere of Wudeng (ever notice how radial attacks in shoot-em-up games are really weak? Dragon Blossom shows why they're supposed to be weak - too easy to hit people and do very good damage otherwise), and Quetzalcoatl (no aiming required, just charge forward and do tons of damage with both your warrior spirit and your breath weapon that flips people around). If you can have stuff that hits accurately and powerfully, it crowds out a bunch of other options. In this case, Skyburst is mandatory on every team since it just straight-up makes any dragon save Dreadnaught better.
Reduce the damage such attacks do dramatically, and for all future attacks, keep in mind that the easier it is to hit someone with, the less damage it ought to do.
It's a futile effort. The towers are crud, the new controls invalidate poison towers, and only the electric towers do anything useful since they hit multiple people and never miss. There's no reason to have multiple tower types anyways - just about every MOBA has the same tower type for every tower. Wholly unnecessary. Just replace the whole lot with lightning towers or skyburst towers and put two towers on each obelisk instead of one - that solo tower can't even hold off minion waves for long. Easy fix.
E: Chaos Titan
Twofold issue here. First, the pathfinding means it's pretty easy to derail and kill off the titan by charging at it and blocking its movement until it turns around. Second, summoning one drains the other team's bar. Besides being incredibly discouraging for the other team, whose gold is now wasted in that regard, there's no real reason for this to happen - the implication is that each team is summoning different titans (what else would "Our Chaos Titan is close" mean?), so why not have them both get summoned and clash in the center? Easy fixes here.
F: Team Matchmaking
I really don't see how I'm going to convince my friends to play the game if I can't even queue with more than one person at a time without hitting impossible queue times due to the matchmaking outright refusing to match my team with anyone else. Fix it, or you're doomed as a MOBA. No joke - notice how all the big MOBAs allow for premade teams of five for maximum communication? Yeah, that's not some coincidence. Take their example already.
Every person playing singleplayer is a person not in queue providing better matchmaking. Given that you only get 10 crystals more for PvP, it's hard to fault them for taking singleplayer over trying to win with a team of people that don't even speak the same language. Give PvP a bigger incentive to be played.
H: PvP Crystal Rewards
Vorp was neat in that you got more and more money the better you did, like not dying or having the best KDR. There's no reason for that kind of stuff to be missing from this game other than to arbitrarily slow down progress so you can milk more money from players. Your starter packs are already an excellent deal - you do NOT need to go that route. Bring those rewards back.
I'm dead serious here. Fix this stuff and you'll have yourself a much better game. Blow every last one of these things off, and good luck making it to next year.