no they started making a bunch of silly names for some of the older players. I thought it was cute.
When designing game mechanics, consider the experience on a whole, and why exactly you think the mechanic is valuable. In this case, the mechanic asks the player to avoid interacting with the enemy (as pots are really only useful in lane, where enemies are clustered together (minions are near players) and can easily threaten it), and the mechanic itself lacks intrigue (don't stand within auto-attack range). Thus the two results of this mechanic are: the player does something boring and simple. Are these the qualities you want?
This is not to say the mechanic does not have a time and place, or cannot be improved upon. It works great in PvE, where enemies have long cooldowns and delayed attacks (monster hunter, dark souls) - but in AoS, where enemies often do not have these constraints (auto-attacks), you probably want to actually do any thinking at all about it before porting it over.