Well i really don't see the problem of explosives. The fact that those guys are almost "unkillable" because of active explosives isn't a surprise. And if you want to counter a guy like that : put breakers, don't play all grouped or get air tank maybe? Air tanks have a good move which make you able to go out of explosion range or just buy speed with ground tank. And anticipate a little the teleportation of the tinker. Or just buy some skills (or ask it as a present for your birthday ).
When exploders were allowed most of them fed. What changed about that? Just the fact that explosives become active.
And don't forget that an exploder need explosives to continue the game and lose a lot of gold buy not killing creeps. In the end when he change to a tank his value is almost the same as other players, and most of the time it's lower.
I like the assist suggestion. But then if an explosion suicide give an assist you should add assists to mine or bombs (sky fort) suicides to be fair.
When exploders were allowed most of them fed. What changed about that? Just the fact that explosives become active.
And don't forget that an exploder need explosives to continue the game and lose a lot of gold buy not killing creeps. In the end when he change to a tank his value is almost the same as other players, and most of the time it's lower.
I like the assist suggestion. But then if an explosion suicide give an assist you should add assists to mine or bombs (sky fort) suicides to be fair.