Today Dispel Mechanics are about luck and randomness - talents reducing chances for dispels, trash buffs getting in the way and we never know wich ones get dispelled first.
I'd like to share an idea on how to improve that system.
The goal is to make Dispels meaningful, less random - more rewarding.
You'd be making educated choices, knowing what's expecting you, rather than hopelessly hoping that lucky (or unlucky) dispel takes out that nasty effect.
This would be done by giving effects and dispels something like grades/power.
To exemplify.
Trash buffs would have between Power 1 and 2, possibly represented as Minor/Lesser.
Major buffs like Arcane Intellect, Power Word: Fortitude would have Power 3, possibly represented as Greater.
Key abilities like Spellsteal, Icy Veins, Avenging Wrath, Death Wish, etc would have Power 4, possibly represented as Major.
Mass Dispel, Divine Shield, Ice Block would have Power 5, possibly represented as Superior.
- Effects could affect a player like layers - last effect applied gets dispelled first.
- All dispells affect all effects, even if multiple casts are needed - a Lesser dispel (Power 2) would weaken a Divine Shield from Superior (5) to Greater (3), then a Greater dispel (Power 3) would remove the weakened Divine Shield.
- This means trash buffs are a legitimate anti-dispel defense, but are also easily cleared out of the way.
- Talents can be created to reduce the power of Dispels used to remove your Beneficial effects by 1 (meaning a Minor dispel would have 0 power), or increases the power of your Dispels, or improves the power of your effects.
- Buffs with stacks would all have power 1 (Minor) but each stack would consume 1 power off a dispel.
- Casting a greater dispel (3) would potentially remove up to 3x Minor or 1x Lesser & 1x Minor.
Within constructive criticism, anything is welcome.
Please discuss.