Diminishing returns
Like the title says, here we go:
I know most people don't like to play in matches where there are duplicates, particularly duplicates of certain DGs. It quickly becomes a balance issue when you have duplicated strong ranged players (Regulus and TB) or super strong melee players (especially ones with a stun like UB) but the idea is strong even with strange duos (like 2 QoT or Sedna). Put diminishing returns on abilities of the same DG type. Have it work like this:
Any ability that is used on another DG, if used by another DG on the same player, within 2 seconds of the previous one's conclusion (if over time) or use (if instant, like heals or Sedna pounces), be halved in effect and duration.
Logic: Nothing worse than having double (or triple) snipes or fireballs. It ruins the game dynamic and is really not fun. Some abilities are intentionally powerful with long enough cooldowns that there is no worry about it being OP by itself. With multiples, it gets ugly, especially early, when 2 TBs or Regulus can essentially shut down any player of their choice without risk of personal injury.
This isn't even a problem in random games, like Pantheon, where you get paired with someone who is a duplicate, as it will just eliminate or curtail those 2 players from ganging up on one player immediately. They can still stagger attacks and they shouldn't be rendered impotent against anyone in normal circumstances.
I'm not a carebear. I don't mind that people die. I *do* mind that some combinations of skills and abilities are not intended for more than one to happen at a time and even at half efficacy and duration, some of those abilities are still nasty. But do we really need 6 second boulder stuns from 2 Rooks?
My .02
-Stinky