Immunity Should Apply to Every Mechanic
Like Stun Immunity - You Dig?
When you stun someone they become immune to stun effects for a period of time. This is to prevent stunlocking an opponent in place for an instant, easy kill. When you slow someone the slows can only stack to a cap (33% I think?)
But we never really looked at this when it comes to buffs. When you shield someone they should become immune to shield effects for a period. When you do anything to someone that provides a direct buff or debuff it should either be capped or have an immunity effect.
An example to show why this might be desirable down the line -
1. An organized competitive team of five players - 4 Oaks and one Rook - destroy a competently defended Citadel within 10 minutes. The Oaks chain shields to protect the Rook while he stomps through the enemy base. Due to shield's long range and complete damage mitigation they'd probably only have to push twice to down the citadel. Replace Oak with QoT - Bramble is less effective but has a hella shorter cooldown than Shield. 4 QoT's could keep it up on one target forever. While I think this would be most effective with Oak or QoT, you could Rinse/Repeat with any stacked General or group of Generals (as long as Erebus's Mist hp regen stacks?) and you can't really counter until support runs out of Mana.
If we ever have a game mode that requires killing one particular DG, rather than any and all DGs (CTF, Assassin, Round Robin, Sabotage, Chess) or get competitive matches with more than 6 players then shield/heal stacks will become a problem.
Thanks, Kestrel