Here's some of my ideas...
Terrain Based AoS!
The tileset is Ashenvale (because I love forests for AoS's, since trees are the best tools for juking ever!) and has 4 lanes (which can be narrowed down through special mode selections for 3, 2 or 1 lane gameplay) and has a series of Heroes that every player may choose from at the beginning of the game. What makes this idea for an AoS stand apart from the copy-pasted Dota clones is the terrain system that many if not all of the heroes will interact with. Each terrain type will cause a certain effect that is unique to that terrain to the units standing upon them. The 7 different terrain types are as follows:
- Grass = 4 health regeneration per second
Moss = 4 mana regeneration per second
Snow = -50% movement speed
Plains Grass = +50% movement speed
Dirt = -5 armor
Stone = +5 armor
Lava = 15 damage per second
Blight = 15 mana exhausted per second
- Tranquility - Channel No Target
While channeled, changes terrain of the ground X radius around this Caster and increases the healing effects of all spells and effects within the same radius by X%.
- Blizzard - Area of Effect Target
Changes the terrain under the AoE to Snow and deals X magical damage to all foes within the AoE every seconds.
- Blink - Target Point
Teleports to the target point at X mana cost per X units of range. This spell costs half of its normal mana cost if the land under the point is the same as the land under the caster.
- Frost Nova - Unit Target
Deals X magical damage to all units within X radius this unit, deals X magical damage to the targeted unit and changes the terrain within X radius of this unit to snow.
- Flame Strike - Area of Effect Target
After 1.33 seconds of delay, deals X magic damage to all enemies in the area of effect and changes the terrain of the land under the radius to lava.
- Searing Wake - No Target
Changes the terrain under this Hero to lava every second for X seconds.
- Plains Walker - No Target
Changes the terrain under this Hero to plains grass every second for X seconds.
- Frozen Wake - Point Target
Changes the terrain of the land between the targeted point and this Hero's position to snow and encases all enemies cause in the snow in a thick layer of ice, holding them still for X seconds while dealing X damage per second.
- Meditation - No Target Channel
Changes all the terrain within X radius of this Hero to Moss and heals all allies within the radius for X% of their current mana pool.
- Dirty Fighting - Unit Target
Throws dirt at the targets eyes, changes the terrain within X radius of that target to Dirt and causes them and any enemies within the radius to miss X% of their attacks.
- Foundation - Structure Target
Molds the foundation of the structure with the earth, changing the terrain within X radius of the tower to Stone. This effect bounces to X nearby buildings if they are within X radius.
- Wildfire - Area of Effect Target
Changes the terrain within the area of effect to Lava. Any enemy units that step through this radius obtain a buff that changes the terrain under them to Lava for the next X seconds.
- Purity of Nature - No Target (btw, I don't know if this is possible to code... but its still an idea)
Changes the terrain within X radius of this Hero to Grass. Each enemy within the radius takes X physical damage for each block of terrain that was changed by this spell (Grass changed to Grass does not count).
- Mulch - Tree Target
Kills the target tree, changing the terrain within X radius to Grass and stunning all foes within the radius for X seconds.
- Savannah - Area of Effect Target
Changes the terrain within the AoE to Plains Grass, reveals the area of effect to its caster's vision and causes any ally that attacks an enemy within the radius to gain X% attack speed for Y seconds.
- Grave Digger - Area of Effect Target
Summons an abomination at the center of the AoE that has (X times the number of corpses in the AoE) health and damage and changes the terrain under it's feet to Dirt every second.
- Volcano - Area of Effect Target
Summons a volcano from the ground that spits chunks of molten rocks into the air that come crashing down, dealing X physical damage to enemies in the small radius and changing the terrain under the same radius to lava.
- Land Slide - Area of Effect Target
Changes all the terrain within the AoE to Dirt and deals X magical damage to all foes within X radius of a moving unit every second.
- Invoke - No Target
Creates a unique effect at the caster's position or to the caster depending on the terrain that he is standing on..- Grass = Causes every attack to heal this caster for X health
Moss = Causes each attack to replenish X mana for this caster
Lava = Gives this Hero a buff that deals X magical damage to all enemies in X radius of him
Snow = Causes all enemies within X radius to take X% more damage from magic sources
Plains = Causes all enemies within X radius to take X% more damage from physical sources
Dirt = Causes all enemies within X radius to miss X% of their attacks for X seconds
Stone = Stuns all enemies within X radius for X seconds
- Grass = Causes every attack to heal this caster for X health
- Natural Resistance - Aura
All allies within X radius take X% less damage from all sources if their assailants are on the same type of terrain that they are standing on.
- Rapid Growth - No Target
Changes all the terrain within X radius to the terrain directly under this Hero
- Barrel Roll - Point Target
Rolls up into a ball and propels itself toward the target point, knocking foes away and dealing X physical damage to them. This Hero rolls double as fast and deals double damage when it is rolling across Snow.
- Entangling Roots - Point Target
Sends X roots out in at random angles within a certain arc that grow for X chains (pieces of root) and deal X physical damage and entangles enemies who walk through it. If a root chain is on top of Grass, it branches off into two chains and continues growing for X chains.
- Putrid Flesh - Unit Target Buff
This unit is healed for every health point of damage that it takes and damaged for each health point it is healed and the same goes for mana. This lasts X seconds, but lasts Y (double) seconds when cast on Undead units.