User blog comment:TheTobarMethod/Gold and Income Overhaul?/@comment-4921386-20130624213555

This isn't a very good idea at all. It heavily favors easy-farm champions, and effectively obsoletes a large number of champions due to compressing the timeline of the game (think of Dominion, and how absurd hypercarries get). I don't really feel like games are too long, and if carries are able to start carrying at 15 minutes, it just turns the game into a massive "who-can-snowball-first" contest.

The game is broken up in to phases for a reason -  it gives team windows of opportunity to make plays and make comebacks. Power spikes are needed in order to ensure that the game isn't stale and isn't over within the first five minutes of laning because you're out CS'ing your opponnent by a wave (which is a massive gold deficit with that 25% increased bounty). And if you're first blood in your lane? You may as well just /ff, since you'll be so unbelievably far behind in income. Vayne, Kog'Maw, Jax, Trondomere, etc. these are all hyper carries with terrible laning phases and expensive core items. But the thing is, if they're able to hit that item threshold, they can single-handedly win games. The distinct phases of the game enable these champions to be held in check; what you're suggesting severely limits that window of opportunity to keep these kinds of champions in check.

As far as I'm concerned Junglers are really the only role that may need a look over in terms of income (and I'd rather just see jungler-centric Gp10 items), but even still I think they're in a good spot.