[{quoted}](name=Supreme Senpai69,realm=NA,application-id=3ErqAdtq,discussion-id=9AF5UEaU,comment-id=00020001,timestamp=2017-09-10T09:55:35.540+0000)
As for equal distribution, I feel like that'd slow down games too much. While a kill might give you 300G, now it gives you 100 from a gank. Now you're ahead of your laner by only 100G; it would be more beneficial for the jungler to simply farm up rather than gank. And supports would become OP with the large increase in gold they get. While ADCs would become much weaker with the less gold they receive, since they're basically just a bundle of items.
This is comparing changes to gold gains to an environment completely balanced around entirely different gold gains, so of course it would change things. ADCs would actually be among the least affected, as most of their early income comes from minions, rather than takedowns. If supports become OP with a higher gold income, it might be better to increase the cost of support items (and, incidentally, they'd be better able to buy AP, which would help isolate them less), and if farm jungling becomes too strong, it might be better to reduce camp gold or implement bonus gold on takedowns via certain jungle items. If gold gains overall are too slow, then it might help to increase passive gold generation or reduce the cost of items, and if gold gains for takedowns specifically are no longer worth it, it might be better to increase the base gold reward pools of champions instead.
The issue I take with gold gains as they're currently implemented isn't their lack of a perfect operational definition of kill contributions (that doesn't need to happen, and would likely be very difficult to even conceptualize, let alone implement), but with how their current means of rewarding takedowns heavily favors a single player for no truly justifiable reason, as explained above. It's the reason why less kill-heavy classes are balanced around lower incomes, which causes a ton of balance and design limitations in its own right (look at how supports get nerfed whenever they scale too hard in solo lanes), and why players get unnecessarily frustrated by KSes, real or perceived, when taking down an enemy player should always be a good thing, regardless of who lands the last hit. The system may not be entirely broken, as everyone still earns income, but it breaks easily when approached from a new angle (when taking a mage like Brand or Malzahar to bot lane, for example), and overall severely limits what can be done with class diversity, in a years-long positional metagame that is already largely stagnant. Improving it could benefit the game immensely.