How do we bring back true teamfights?
Nonono, not a rant or a "revert to season 5" thing.
If you just play a normal game and the teamfight breaks out, it's usually over under a minute. It's mostly because of a high-damage carry burning through targets without needing help from the team.
I understand honoring the skillshot and skillbased playstyle, but having a skirmisher who knows just where to position themselves in a teamfight finish the teamfight themself is a little over the edge, no?
Even though it was slower, low burst high CC champions and those infamous unkillable tanks made those teamfights how they were. It was more like seeing a combo with Morgana Q -> Malphite R -> Janna Q -> Brand R. Something like that despite the extremely high CC could take the enemy team down around 25% of all their health. Vs. A Riven / Pyke / Urgot / etc. at the right place at the right time scoring an Ace by themselves.
Trying to steal baron but failing because your support is still dead. Vs. A really skilled jungler smiting the baron away and walking out without a scratch.
Picking a DPS, a Healer, a Warden, an Enchanter and a Fighter so you can cover for all checks and counters the enemy team may have. Vs. Picking a Burst Mage, Three Skirmishers and a Diver so you can try to power through their defenses with endless damage.
How do we make the game more team-based and make others feel needed as team players instead of 4 people funneling the game to the most skilled? Again, I'm not saying to punish the skilled players. They deserve the damage they can do for landing their skillshots. But how do we allow the noobie playing, let's say Annie in this case; benefit to the team other than a burst kill secure champion?
I feel like the answer could be bringing back the "unkillable" tank meta or the shield meta, but I'd like some input. What do you think, without being toxic in the comments; is a good way of bringing back true teamfights?