While I appreciate the information, it leads me back to my initial concern about end-game design: If we are intended to be more defensive and cautious with our builds, how does that work with the average player making gold timers in what is essentially a damage-output race? Especially in a timer as short as Boom Town, for example. If you want time pressure, you enforce a damage output based meta. If you want build variety, build experimentation, and defensive builds to be viable, tying any sense of progress and rewards to meeting short duration timers is not the way to go about it.