I don’t think this is a bad idea at all. Yes you need to reward the winning team, but this idea wouldn’t detract from that if implimented correctly. If the winning team is playing aggressively enough, this won’t affect their victory at all. In fact, it pressures the winning team to maintain aggression on their advantage, in order to keep their lead. If you get one great push and nearly destroy their first sentry, you are forced to continue to push hard. If you don’t, or if the other team improves their defensive plays, the aggressors will be punished by having the enemy sentry healing up. If you simply steamroll the first sentry, then you deserve it for your plays in pushing, but if you fall short, you’ll need to maintain momentum, or else suffer the consequences. People like to compare this game to MOBAs, so if you look at League, your Nexus slowly regenerates, and your inhibitors respawn. The nexus regeneration doesn’t affect a team who snowballed their way to victory, but punishes the team who pushed hard, but failed to maintain momentum, as it should be. Great idea, and one I think would DEFINATELY balance the game tremendously.