There are tons of skills in game that apply some effect to the ground/area. But there is no way to clear the area from those spells. Sometimes situation looks just very silly that you can't deny the AoE spell, and the whole team needs to wait until it finishes.
For example, in one of my last games Ivy was heavily utilizing the roots with Improved Reach, Superior Cooldown, Radpid Charges, and Superior Duration. By the end of the match, the whole team was mostly just immobilized. Moreover, we once pushed the base in 4, and only Ivy was defending. We just could not overcome the roots and failed with push.
There are lots of other situations when you feel that you're just helpless, because you can't deny an AoE spell even in theory. I understand that we can partially counter them in each individual case (by either reducing or negating a specific effect applied by the skill). But the lack of a general possibility to deny an area spell is depressing from my POV.
As for ideas for concrete items, they could be such (but I'm bad at coming up with names):
1) A static beacon (similar to McGinnis' healing beacon) which, when placed, clears the area around it from enemy AoE spells and protects this area for some time from later AoE spells.
2) An instant ability that just clears the area around a hero (without further protection). In a form of spreading wave similar to Cold Front.
3) An item that could actively give temporal immunity specifically to enemy AoE effects (whatever they are). Or could give a passive reduction to those effects. By this I mean that the item does not give any resistances by itself, but only resitance to effects from AoE. For example, if I'm on a burning land after Infernus, I get reduction of damage and other negative effects specifically from it, but this does not give general reduction of spiritual or physical damage "outside" of AoE.
4) Similar to pt. 1, but attached to a player who uses it, giving such "land protection aura".
Also note that these abilities should also clear "structural" AoE spells like McGinnis' wall, Kelvin's ice path, etc.
For example, in one of my last games Ivy was heavily utilizing the roots with Improved Reach, Superior Cooldown, Radpid Charges, and Superior Duration. By the end of the match, the whole team was mostly just immobilized. Moreover, we once pushed the base in 4, and only Ivy was defending. We just could not overcome the roots and failed with push.
There are lots of other situations when you feel that you're just helpless, because you can't deny an AoE spell even in theory. I understand that we can partially counter them in each individual case (by either reducing or negating a specific effect applied by the skill). But the lack of a general possibility to deny an area spell is depressing from my POV.
As for ideas for concrete items, they could be such (but I'm bad at coming up with names):
1) A static beacon (similar to McGinnis' healing beacon) which, when placed, clears the area around it from enemy AoE spells and protects this area for some time from later AoE spells.
2) An instant ability that just clears the area around a hero (without further protection). In a form of spreading wave similar to Cold Front.
3) An item that could actively give temporal immunity specifically to enemy AoE effects (whatever they are). Or could give a passive reduction to those effects. By this I mean that the item does not give any resistances by itself, but only resitance to effects from AoE. For example, if I'm on a burning land after Infernus, I get reduction of damage and other negative effects specifically from it, but this does not give general reduction of spiritual or physical damage "outside" of AoE.
4) Similar to pt. 1, but attached to a player who uses it, giving such "land protection aura".
Also note that these abilities should also clear "structural" AoE spells like McGinnis' wall, Kelvin's ice path, etc.