This is my flat opinion. There is no real value in killing creeps or towers early game, you just farm gold from killing enemy DGs. Yes, I like obviously that killing the opponent is a big part of the game. However at the moment, it's impossible to have a strategic loss, like, you die but do X damage to an enemy tower, such that it was worth your death, because your opponent gets such a huge lump of gold for your death, it totally surmounts any gain you could get. This is why imo consumables are flat-out OP. It's not acceptable to do so much damage, and then die gracefully and use the time to spend gold.
It's very irritating, because it takes so many fewer skill points to farm creeps endlessly. E.G. Torch Bearer's ring of fire, or Rook's Hammer Smash, that are just useful against everything. The creeps are worthless in combat, give or take, until Catapultasaurii, easy to farm, easy XP, but no gold. But you can EZ-farm creeps, and the game is entirely about the enemy Demigods. You couldn't go a creep-based build. You couldn't go a tower-killing based build. The only viable ones are ones that focus on enemy DG killing.
Towers and creeps are much too binary. Creeps suck until catapultasaurs and Giants, Towers own, then when you get high level and decent creeps, they suck, even if you upgrade them a lot. I think that while the raw power of Demigods is fairly graduated, the Tower power is not, and the creeps certainly are not. I think that the Tower of Light's health, should be reduced to approx 2-2.5K, but the tower fortification upgrades buffed, such that a fully upgraded tower is about 20k. And Jesus Christ, they need more regen. The trouble is now, I can see how you're supposed to wear them down. The trouble is, there's no reward at all for actually doing that wearing action. It's much more effective to simply wait, and then facepwn them.
Another easy solution would be to scale creeps and towers based on War Rank. This will nicely scale them against the availability of Catapultasaurs and Giants.
As for creeps ATM, they are simply too weak in both health and damage. Not only will simple AoE spells that you would use on enemy DGs anyway (like Rain of Ice) absolutely pwn them, even in just solo or a pair of DGs, but also, even if they survive, they do absolutely pitiful damage. The upgrades for them are worthless. Minotaurs are worthless except as XP feeding to the other team, at EVERY stage of the game. Same for archers and to a lesser extent Priests (they used to heal USEFULLY damnit!!) Another potential idea is simply to make creeps block, then massively increase their quantity. This way, they literally act as shielding against enemy DGs, and one cast of AoE spell XYZ simply won't clear the field. Flying Demigods like Regulus with Wings of the Seraphim, and TB in Fire mode, could now become literally flying DGs for more uniqueness.
I think that pushing with your creeps should always be a massive advantage, and not just because they act as meatshields against the Towers while you whittle them down essentially for free, which is lucky because it has no imminent benefit.