Do you find these game mechanics interesting or no?
So here is a list of Ideas that I think are interesting or could be used for Designer/player brainstorming.
Enemy Aggro
Debuff where upon the target must attack the Aggro'er or suffer a counter attack or effect. Great example and where I pulled the idea from here, this could be used to create opportunities for the user and allies in fights and doesnt require the enemy to attack the player.
Skill Shot Redirection
Ability that will redirect a skill shot along a path (think TF2's Pyro Airblast).
For example as a Linear skill shot allows a champion to (if they are skilled enough) intercept incoming skill shots and redirect the ones hit along its trajectory.
Another way would be as an offset version of Thresh's flay in front of the champion at a 90 degree angle where it does a sweep through the aoe and any skill shot that is in the area or passes while its sweeping will be redirected along the sweep direction. One could then change the direction of the sweep through new keybinding which switches its direction.
Visual Bluff
Creates a wall which makes a false image of allies behind it or that run through it that runs in a random direction.
Context Trap types (think OMD)
Creates a trap on the ground which when an enemy steps on it (after a delay) they are knocked back a direction. https://www.youtube.com/watch?v=LfhksAPJGHw&ab_channel=RobotEntertainment
Creates a trap on the wall which when enemies come near activates and cleaves them https://www.youtube.com/watch?v=6dWz2d1FwbI&ab_channel=RobotEntertainment
Fusion!
Combine with champion making you untargetable for a while and allowing you to cast spells from their location. While untargetable you can still take damage as you take 50% of the damage the fused target would take. 75% against AoEs. Cannot cast spells if the linked ally is stunned or silenced.
Long delay ground abilities or modifiable delay abilities
A set of abilities that have a 20+ second delay between cast and activation.
As an example, a lay waste like ability which creates a symbol on the ground on cast which disappears after a few seconds. After the delay is done the ability activates as usual. This would allow long set up ambushes and sieges while not making it into a permanent defensive trap like Teemo's shrooms.
As for the modifiable delay how it could be implemented is a number on the ability bar showing the delay, the delay could be bound to z and x or other close keys where each controls the delay by 1 second plus or minus.
What do you as players think about some of these ideas?