Why are kill swaps considered always bad?
I keep reading in the forums that going for kill swaps is bad. I'm not entirely sure why people are saying that they're always bad and not situational though.
If you kill a guy, then die on his team's towers, you get full gold for the kill and a bit of experience. He will get 0 gold for the assist because he was already dead and no experience. Assuming equal levels, you get the same death penalty so it seems advantageous to me when you actually get this situation. The only bad part that I can see is that his retreating, healing, and returning to the base would deny him about the same amount of experience(or more if you're on a large map) as you killing him and having him respawn, so it really just gives you additional gold at the cost of additional experience. If getting experience from the next couple of creep waves is far more critical than the amount of gold you get for the kill, the swap won't be worth it. To me, this disadvantage makes sense under level 5(so the other DGs won't get 2-3 levels ahead of you while you were respawning) or so, but after that I'd think the hefty gold bonus may outweigh the lost experience. A 1000+ gold advantage is not a minor thing so it seems like this sort of thing should be situational. Maybe I'm missing something?