I have only 2 opinions the close rage heroes and 2 suggestions about the balance.
Opinions:
Then close range heroes start at second line, equal then the second line heroes(healer, turtle, long range tanks etc) then close range heroes need go inside first line(get closer). And untill second line heroes have heals-(close heal with long att.), tank skills(position change skills) then the first line heroes needs stuns and gap closer skills also.
And long range heroes if have debuffs(with stun or not) than close range heroes have get\gap closer sklills(with stun or not).
And i think if 1 hero have more 32targets skills, then he will be good at 32v32 situation not the 1 targets situations 1v1(but they have also 1targets debuffs).
Suggestions:
-all skills\debuffs cost with skill ponits would be equal than the skill\debuffs make, included "min" and "max" range.
-the skills\debuffs with 3-4 skill points not add from 0m to 35m effects and low cast time.
That is,
-If problem the "max range" then would be problem the "min range" also.
-And if problem the skills balance then would be problem the skills cost and skills level.
If a skill spent only 3-4 skillpoint, give only from 15m to 25m effects and lower dammage\effect value with 2 sec cast time. But you sell more skill point the skill\debuff such as 7-10, will be "more range to far" and also "near range to close (from 0m to 35m\45m) and higher dammage\effect value and low\0 cast time.
If the skills op, then not need nerf or remove only give them more "skill points".
This result,
Someone need "1v1 turtle" he make many sp to 1 target debuffs\skills and will be weaken to area attacks. But someone make good "kame turtle" spend more skill ponts to skills and this skills became OP with weak debuffs.
And some op "named"debuffs also would be cast time not only the skills. Suchs as "Payful Doll" or "Hesitation"
And if the skill close range skills(Tank or MA skills) cut them 2 pieces. Active and Passive pieces.
Because Range skills also have 2 pieces: active (attack) skill and passive (defensive) range.
Tank: 5sp active (att) skill and 5sp passive (def) lp skill.
MA : 5sp active (att) skill and 5 sp passive (def) dodge skill.
And long range heroes if have debuffs(with stun or not) than close range heroes have get\gap closer sklills(with stun or not).
Thx.