I don’t really enjoy capture, primarily because it heavily rewards early bloomers/offensive heroes. In theory territorial characters should be great, you barricade a point and hold it while the rest of your team takes care of the rest- except as was said earlier, the team moving around in a big blob will quickly overwhelm you and now your side is one man down, making them even less likely to win an encounter.
Does your hero rely on stationary, cooldown-limited abilities? Enjoy never being around them. Does your hero rely on higher level helix abilities to become effective? Well, I hope you can win some fights and get enough experience early (no thanks to you), otherwise you’ll just lag further and further behind the enemy team.
The whole “you level as you play” mechanic feels really out of place in this mode, to be honest. Without a steady stream of minions early wins quickly snowball. At the very least I feel everyone should start at a higher level, giving mid/late game heroes enough resources to be effective in a fight right from the get go, rather than hoping for your team to carry you until then.