Of course!
I mean interaction or ability to react.
For example, Maokai (who I love both pre and post rework) had his saplings changed so that they apply a DoT if they hit an enemy after being in brush.
The sapling toss ability was fun even pre-rework. Adorable little minions run at the enemy and blow up on them. Cute, fun, cool.
Problem is, the opponent's only three means of interacting with the skill are as follows; outrun it, use a minion or another champion to take the hit for you, or take the hit yourself.
Adding additional DoT damage to the skill is cool both mechanically and thematically, however the opponents do not get any additional ways to interact with the skill besides just "avoid it" to counter that increase in power.
lets look at two changes to sapling toss' counterplay / interactivity:
Changing it to frontloaded damage, ie: burst damage when it detonates. This would be worse for the opponent wouldn't it? They get less time to react; to apply shields or try to heal up to counteract it.
Gating the DoT behind another spell hit, or using an effect that benefits Maokai, but does not hurt the enemy. This gives the enemy more avenues of counterplay after the ability lands, they can try to kite him away and avoid fighting him or they can cc him and try to burst him.
#My point is that the more choices players have available to them when dealing with a mechanic or champion, the more "counterplay" it has and the more fair it feels to them when it is successful; because they could have done something about it but failed to do so.