I actually didn't have a problem with the English translation, I understood it from the start.
But I still say it's a double edged ability. At least in the lower ranks, I seem to be the one carrying the team, and if I don't carry ultra-hard, we lose. It was the same in S1. As a result, I'm left to rush into battle recklessly to play the objective more times than I'd like, or use myself as a kamikaze to shut down the RM or tower often. So in a bad match my k/d might be 6/10. In a great match my k/d might be 23/15 with octobrush on RM. But if I'm off the map for too much time, my team would be utterly crushed and we'd lose ground overall.
It seems like a great ability for competitive play and full leagues where you know you can count on your team, but waaaaaay too risky for solo q where you don't know if your teammates can hold the line each time you're splatted and don't return for an hour :p And a REALLY bad choice when you KNOW your teammates can't hold the line or chase down the RM every time it approaches (I swear in the average RM match about 3/4 of the enemy RM being stopped are done by me as a kamikaze brush run.)
I do fear how it might be used by top shelf players, namely those great snipers, but with the closed maps where any perched sniper gets ganked over and over......even that has limited use. In certain hands and certain situations that can be deadly I'm sure. But for general play I think the risk outweighs the reward.