Problems with having hyper carries in a team oriented game
The two concepts do not work together. Either you have a team oriented game, or you have hyper carries. Sure, you can just ignore me and put the hyper carries in the team oriented game, but this is where you get the protect the kogmaw comps, aka defeating the point of it being a team oriented game.
Hypercarries in this game simply have no weakness because it is team oriented, so any weakness that a kogmaw for example might have had are negated by teamwork early on, and then his power is amplified later on by teamwork again, Making him much much more powerful than an actual hypercarry. True hyper carries take time to become powerful, If you play bot lane at higher elo versus a kogmaw and a good support, he is not weak at all in the early game, and actually is very safe and can at worst go even with any early game adc in the game if played properly.
Plus, the way the game is set up all you have to do is focus on botlane with your jungler/teleporting top lane/ teleporting or roaming mid lane and suddenly it no longer matters that he might be a tiny bit weaker early game.
If you want to have hyper carries then you need to make the game less team oriented. If you want the game to be team oriented then you need to get rid of hyper carries. plain and simple.
TLDR: hyper carries have no weakness in this game due to how teamwork oriented it is.