this is purely metaphysical argument. towers and rax should not give gold. why? due to objectives. Towers must be destroyed and in logical order to attack the ancient. in previous patch it was tested that without heroes creeps would destroy the ancient within 90 minutes. There is an efficiency element to a competitive outcome. A noncompetitive game might last 20 minutes but a strategically thrown game might last 2 hours and it is theoretically true that the previous statement could be objectively false. and Ideally the definition of a 'competitive' game in a meta sense may ultimately not outlast the time frame that would signal that heroes would not have been needed. So what is the Defense of the Ancients without heroes? Heroes bring the element of PvP which is a show of power. That power is measured with networth, the trade of which is measured with volatility. Removing gold in certain ways should in theory, reduce volatility in networth exchange so the story is more definitively regarding certain measures. Towers and buildings could be reformed as a separate class from heroes and creeps: Ancient. Ancient might be though of as an arena where games are played. Some will say everyone will just dodge around towers and PvP randomly all over the map. OK, no problem but lets imagine that tower (arena) kills could redistribute gold (values) based on productivity. So unlike today, say towers give a productivity dividend based on what they have achieved. So defenders have incentive to pull enemies towards towers at all times. Lets go further and imagine towers had upkeep intervals and that maintaining towers meant direct cuts to PvP/farm. In short networth is separated into parts that can be used to measure efficiency against other players and the affect of losing relatively more towers than enemy might be a very big penalty later game. destroying towers would have no direct gold benefit but could influence Ancient balance, which would be a new field for heroes to manage. Also go ahead and decide to PvP for 4 hours, it would be rated inefficient. The true meaning of strategy may be can we definitively know whether or not the game is competitive based on game length?