@TheSprinter85 the attacker spawn point is always the edge of the current map area- which makes sense and which is where they've always spawned since GW2 and it's never been a problem since the attackers succeed or fail based on tactics, team cooperation and character choice.
The defender spawns are a mixed bag though.
On some maps you spawn very far back, actually behind the next objective point in line which makes for a lot of sprinting to get back where you should be, and on other areas you pretty much spawn almost in sight of the objective you need to defend.
I think the main contributing factor is that the December 2 update made it easier to capture the stationary objectives in Turf Takeover. After that update regardless of which map you are respawning on as a defender you can't sprint back to the objective fast enough to contest a capture because an aggressive attacking team will lock it up in about 20 seconds or less if there is no defender in the zone to stall the capture process and it takes longer than that to watch a killcam, respawn and sprint back.
With a good, objective focused defending team you can put up a good fight but if part of your team is reluctant to put themselves inside the zone to stall a capture or if part of the team is off bumbling around doing whatever (or both) the attackers just steamroll through the whole map and hardly even have to pause very long to take the objective.
The attackers can have issues too, but it's unrelated to their spawn location and has much more to do with an inability to break a dedicated defensive team due to things like scattered tactics, a reluctance to enter the objective zone or because some players aren't contributing or aren't playing the objective.