test content
What is the Arc Client?
Install Arc

Special Role Powers

kurraxxkurraxx Posts: 0 Arc User
edited October 2012 in Suggestions Box
So was playing a tank the other day, and was thinking, wouldn't it be great if i could guard my healer or a squishy dps. In other games, as a tank I could slap guard on a teammate. For those not familiar with guard, its an ability where a tank will absorb say half the damage from the guarded at a reduced rate, helping keep the team alive through damage mitigation. So I thought it might be nice to see these things in CO. Some ideas for different roles :

1) tank - Guard (damage mitigation for an ally)
2) support - Rescue (a pull to, to get the hero, or thier corpse out of danger)
3) ranged dps - Recharge (an endurance recharge for an ally)
4) melee dps - Look Out!! (small dodge buff for an ally)
5) hybrid - Hurry Up!! (small movement buff to ally, bonus to run/flight speed)

None of these abilities could be case on oneself, so purely for better teamwork.
Post edited by kurraxx on

Comments

  • pion01pion01 Posts: 758 Arc User
    edited October 2012
    This is actually a pretty clever idea.

    I like it. It doesn't take away from an individual's power choices, or force them to pick between a team vs solo build, and doesn't break away from the theme or ideal of a team makeup, without creating some vastly overpowered.... thing.
  • crypticbuxomcrypticbuxom Posts: 4,630 Arc User
    edited October 2012
    This would certainly be amazing to have.
  • cerebellumcerebellum Posts: 74
    edited October 2012
    Or they could do something similar to DCUO where each power is effected by the role you are in. You usually had to switch roles in order to gain the advantages you wanted, but it worked out pretty well IMO. Usually a DPS role would give a % damage boost until your combo meter ran out, which wouldn't work for this game, but it was interesting. Another one was that in the nature power set, if you were a healer some powers would give "pheremones" that would heal allies over time, if DPS, then it would give "poison spores" which would damage over time.
  • rokurocarisrokurocaris Posts: 1,079 Arc User
    edited October 2012
    While I ton't find these powers bad, I don't think would be helpful in the way you intended them to be.

    Guard would be pointless, since a good tank doesn't let the enemy attack anyone but himself.
    Rescue could only be used on living characters, since you can't target corpses. Also, it would interrupt whatever the target is doing, including self heals. And I'm sure it would be misused as a troll tool!
    Recharge would only be helpful for other damage dealers, as tanks don't need much energy and supporters get more than other roles anyway.
    Just imagin Look Out!! being used by a team of five DDs with dodge defense.
    Hurry Up!! Has no use in battle. Moving fast is only necessary in order to get somewhere outside of battle or for getting away from the enemy. For one we have travel powers. For the other, a better fitting name might be "Run Away!!". :redface:

    So, sadly not signed.
  • man515drakeman515drake Posts: 182 Arc User
    edited October 2012
    While I ton't find these powers bad, I don't think would be helpful in the way you intended them to be.

    Guard would be pointless, since a good tank doesn't let the enemy attack anyone but himself.
    Rescue could only be used on living characters, since you can't target corpses. Also, it would interrupt whatever the target is doing, including self heals. And I'm sure it would be misused as a troll tool!
    Recharge would only be helpful for other damage dealers, as tanks don't need much energy and supporters get more than other roles anyway.
    Just imagin Look Out!! being used by a team of five DDs with dodge defense.
    Hurry Up!! Has no use in battle. Moving fast is only necessary in order to get somewhere outside of battle or for getting away from the enemy. For one we have travel powers. For the other, a better fitting name might be "Run Away!!". :redface:

    So, sadly not signed.

    I agree with some of your points unfortunately but with a little tweaking these powers may work.

    Guard could help out in those rare cases when a tank does lose aggro to a spike of damage but how about rather than guarding the player it lets you take their aggro onto yourself.

    Rescue does let you target corpses and not living players.

    recharge I like as it is.

    Hurry up does give a bonus in combat allowing people to close for battle and get out of trouble.

    So half signed.
    ___________________________________________________
    [SIGPIC]http://i221.photobucket.com/albums/dd175/Fifer71/mandrakesigmark3.jpg[/SIGPIC]
  • theravenforcetheravenforce Posts: 7,153 Arc User
    edited October 2012
    kurraxx wrote: »
    So was playing a tank the other day, and was thinking, wouldn't it be great if i could guard my healer or a squishy dps. In other games, as a tank I could slap guard on a teammate. For those not familiar with guard, its an ability where a tank will absorb say half the damage from the guarded at a reduced rate, helping keep the team alive through damage mitigation. So I thought it might be nice to see these things in CO. Some ideas for different roles :

    1) tank - Guard (damage mitigation for an ally)
    2) support - Rescue (a pull to, to get the hero, or thier corpse out of danger)
    3) ranged dps - Recharge (an endurance recharge for an ally)
    4) melee dps - Look Out!! (small dodge buff for an ally)
    5) hybrid - Hurry Up!! (small movement buff to ally, bonus to run/flight speed)

    None of these abilities could be case on oneself, so purely for better teamwork.

    Hmm, I do like these ideas, but with some tweaking they could work. Perhaps as follows:

    1) Tank Role - Absorb Threat (Threat Transference from ally to self)
    2) Support Role - Assist (Generates some sort of net or Force Field which catches KB'ed players and negates any and all KB fall damage)
    3) Ranged DPS Role - Fusion (Grant some of your damage type on all ally attacks for a time e.g. Tempest would super charge a Specialist's pistols for electrified bullets.)
    4) Melee DPS Role- Look Out!! (Guaranteed Dodge for 3 attacks made to an ally)
    5) Hybrid Role - Get Ready! (Cooldown Reduction on all powers on Cooldown for an ally)

    I guess Hybrid Role could grant this to whole team? But yeah I think there would have to be a slot next to Passive for this button.

    My reasoning on the Tank Role, is that DPSers especially Ranged can steal off threat in a matter of moments which really can be quite detrimental for the DPS.

    Support Role: I have always felt anti KB powers should be implemented, in an "assist other" way.

    Ranged Role: I could see some awesome combo damage happening there.. :3

    Melee DPS Role: Seems appropriate, as they would alert the ally to an impending attack, they could do this either 3 times in a row OR the alert from the Melee Role could be so strong that not only is the dodge guaranteed but would make avoidance sky rocket, so they can achieve near maximum avoidance for that one attack.

    Hybrid Role: They should be a balance to which all heroes are compared to not excelling in any way or falling behind. So I thought being able to affect CD's would be useful.

    This way all roles on a team would be great to have.
Sign In or Register to comment.