suggestion: randomly choose between this gameplay style and the old one
I'm convinced this one is an upgrade over the old format, and nobody has put forth a good argument to refute me.
My stance on the matter is that in a game of boss battles, the way to win should be to kill the boss. Running away for 8 minutes is anticlimactic, not something to celebrate. The point was originally a way to deal with people sitting in the spawn room. This issue has since been fixed. The time limit was just there to keep rounds from going on too long. Originally, normals usually won when time ran out because they together had more points than the boss alone, and there wasn't a setting to actually declare a specific winner when it ran out. It just sorta became the norm that normals won when the time ran out, and the boss won when the point was captured.
For the boss, however, both of these things are frustrating, because when you go after the point, that one remaining jerk would boot you off then run away if you tried to go after him, and you had to decide to either stick with the point and risk being kicked off again, or give chase and risk not catching him before the timer ran out. Then it becomes infuriating when you hunt him down in the last 5 seconds only to find there was
still some AFK guy in the spawn. Now, the boss only has to worry about killing people and not being killed. If one guy decides to leg it when his team is dead, he'll lose. The boss may be able to run for for his life when he has low health, but if he hasn't killed enough of the opposition, that'd be futile.
Another idea behind the point was that it'd bring the last few players near the boss to help him finish them off. This was when there was an eject button they'd have to hit while dangerously close. That button was another frustrating element, which is ultimately why we removed it. The new system basically does the same thing the other way around - it brings the boss dangerously close to a group of normal players. The difference is less frustration for both sides, because the normals aren't actually forced to capture the point to win, and the boss doesn't automatically lose if it is captured.
The bottom line is the timer now makes the game more about fighting the boss (or "boss battles" if you will), and the point now serves as its own unique gameplay mechanic rather than simply being a cheap solution to an annoying problem.