That's exactly what I mean. Whenever he's got such a strong ability that even UB players won't pass it up, it means that by and large UB's going to be played to his particular strengths, ones that cause most characters to pretty much lay down and die for most of the game.
As mentioned in another thread, it's a design oddity when such a character that has such strong affinities for melee combat, what with passive boosts to move and attack speeds, snares he applies on his default attacks, and two active abilities that rely on being in melee range, it seems really peculiar that he should have an extremely fast, high damage DoT that extends to such a range. There's hit and run harassment and then there's one shot, one kill.
What I mean about limiting options for the other team primarily comes from the idea that if, say, there's no UB in a match at all, then there's going to be more leighway in how everyone plays their characters. Sedna may go for a pounce build, Oak might go for a spirit-heavy build, and so forth. Making it so that a certain character's presence is so powerful that it dictates what builds their opponents use indicates an imbalance.