Sorry but that is awful wood league level idea. You already get punished if your CC overlaps. If your ally hit 4s stun and youhit 2s stun immediately your 2s stun will do nothing. The whole point is to chain them properly losing minimum amount of the CC.
There is also plenty of counter play as is with cleanses, CC reductions and unstoppable effects in the game. The CC in HoTS is already really short and should get extended along with higher damage to bring more individual impact if anything.
It’s the core design of the game to be snowbally. Getting a lead means it will become easier to increase your lead even more. This comes with the exp mechanic and talent progress during a match. Snowballing should exist, comeback mechanic exists too.
I don’t get it why players complain so much about Snowballing or why they think it’s a sign of unbalanced matchmaking. It’s really idiotic to blame a one-sided match on matchmaking because it’s only one sample (not enough to make these claims). Let both teams play a best of 5 series and chances are high that each team will stomp the other one at least once (It happened in tournaments plenty of times).
HOTS without snowball mechanic would be like every team starts at lvl20 just to fight one team-fight without respawns… a whole different game (that lasts like 2mins)…
Having unlimited quests is a reason for me to play those heroes and perform well with them because it is rewarding. Balance of each individual hero is another topic. Butcher for example, is a pretty bad hero in my opinion and it’s a risky pick. Butcher might work in QM, especially in low mmr matches where all players are dying a lot more compared to high mmr matches. QM isn’t supposed to offer you a balanced game experience - it doesn’t fit the game design and players who beg for a more balanced QM mode miss something in their understanding of how this game works…