There are a lot of mechanics in HoTS, but i do think there could be quite a few interesting one be added or existing ones be refined. Following a list of those i have seen mentioned on these forums or came up myself:
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Damage Limitation: Caps damage to fixed value or x% of maximum health per instance or within a timeframe.
- Serves as an intermediate between Armor and Protected and allows to mitigate burst damage without affecting poke damage.
- Example: Barrier (SC2 Immortal, original version)
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Spread Damage: AoE with high damage value that is equally distributed among all affected targets. Also possible as defensive AoE effect on allies.
- Would create a situation where multiple bodies or close standing melee oriented compositions actually have an advantage versus this AoE.
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Range Limitation: Creates a field that reduces the range of all abilities and basic attacks to a minimum range. Either only affects heroes within or targettting heroes within.
- Counters poke and ranged assassins as they have to come closer to their targets.
- Example: Dark Swarm (SC1 Defiler)
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Damage Barrier: Creates a field that reduces damage traded over it´s borders.
- Counter to ranged damage, both poke and burst.
- Example: Guardian Shield (SC2 Sentry)
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Projectile Shield: Creates a field that acts as a barrier towards projectiles (travelling skillshots) up to a certain amount of damage, but swallos leftover damage of the skillshots that breaks it.
- Can be used to protect retreating targets against skillshots (i woud include Genji´s E in in here, even if he is himself the projectile)
- Example: Barrier Field (Reinhardt)
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Healing Pool: Healing that is either stationary or moving as skillshot, healing wounded allies in close proximity to the path, up to a total maximum.
- Allows to heal large amounts of health from safe distance, but requires pre-planning of pathing as it affects the closest ally within range only even if it has full health.
- Example: Biotic Orb (Moira)
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Mana Shield: Redirects a certain amount of damage to the targets Energy/Mana/Whatever, as far as available.
- Allows to safe a target at the cost of rendering it potentially useless due to lack of a casting resource.
- Example: Mana Shield (D2 Sorceress)
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Inverse PBAoE: AoE damage that increases with distance to it´s primary target.
- Allows to deal high damage to highly spread out enemies.
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Thorn Damage: Part of the damage dealt to the target is suffered by the source. May also be used with CC.
- Makes high burst damage risky especially for heroes that are low health themselves. In case of CC very disruptive for combos as e.g. Diablo/KTZ would also stun themselves.
- Could see the CC-counter variant as an ability on Itherael.
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Target Confusion: All abilities of the affected targets affect friend and foe alike.
- Can be used to delay AoE heals/nukes until the effect is over as they would also affect enemies/allies.
What kind of mechanics would you like to see, and for what purpose?
[Weird spelling in title to circumvent 20 char limit]