Originally Posted by Morello
A little of this - yes. It's a bigger issue than I can give the needed credence here in this thread. This is a team-level effort to deal with...it's really crunchy.
I believe I may be able to help. Here is a game play pattern not present in any DOTA style game currently:
The target ally melee champion is tethered to your champion as long as they stay within 500 range of each other. Any damage you suffer, after resistances, your target champion also suffers. Any disables you suffer, after tenacity and crowd control reduction, your target champion also suffers. Your target is immune to any other sources of damage or disables. You cannot be both the initiator and the recipient of a Blood Pact, whether from yourself of from another champion. Enemy Champions can impede the tether. Duration 6 seconds. Kills and assists increase the duration by 2 seconds.
The specifics aren't important (whether an item active or a champion ability or the numbers or the other specifics), as I said its a game play pattern
that I'm trying to communicate; namely, zoning tethers. Currently ranged carries are superior to melee carries because they have a larger zone of control and damage, and are able to do damage without taking damage. This pattern is essentially the same thing for melee carries, and provides counter play by impeding the tether or using strong disengage skills.