There are so many issues with the current KoTH system. In my opinion, the current arena isn't suitable for a KoTH event. The zone is way too small. People can avoid death bans by simply running a hundred blocks which just unnecessarily extends the duration of it (especially since this is just regular factions, not HCF). There are also multiple safe zones above spawn that are No-PvP zones that people run to. It's almost impossible to actually death ban someone in the arena without them running out of the KoTH zone. KoTH is meant to be a competitive PvP event. If your faction is planning on contesting, it should either be: a) Your faction kills everyone and captures KoTH b) Your faction dies trying. There should be no in-between. No running away to avoid a death ban. It kills the fun in everything. Here are 2 different solutions to the issues. 1) Fix Nether: There would have to be an immense amount of changes to the Nether. The first and most obvious one is to drastically increase the KoTH zone where you get death-banned. At the current state, it only takes 3 enderpearls to successfully pearl outside of the zone. That's way too small. The safe zones near spawn also must be removed as well. There is a tiny spot above the Nether spawn where PvP is disabled. So people would simply pearl up there when low on pots to avoid death. Both of these issues make it nearly impossible to actually death ban someone inside the KoTH zone. The random structures and terrain above the capture point is also extremely annoying to deal with. People would just solo camp up there and rain debuffs on the entire stack, or just bow the stack repeatedly and there's really nothing anyone can do unless they send people up there to kill them but by that time, they're already gone and your whole stack is debuffed for over a minute. TL;DR - Increase KoTH Zone - (Maybe make it so that dying in the entire Nether while a KoTH is active warrants a death ban)? - Remove Safezones - Literally takes 3 seconds to make a region above spawn to enable PvP - Remove structures and terrain above KoTH 2) KoTH in End: A simple solution is to switch KoTH to the End, and move NEX to the Nether. It would literally only take 5 minutes to setup. I'm aware that this is extremely unlikely to happen but it makes perfect sense. You can't run in the End and if someone dies, you could just death ban them from the whole End. This would also immensely decrease the amount of time KoTHs usually take to capture which is a good thing. I don't see any reason why this wouldn't be a good idea. Regarding NEX, You can just make the NEX spawn in the Colosseum (where KoTH takes place currently). Not to mention the NEX is literally a Wither (which is a Nether Boss). It just makes sense.