CoX had attacks that did damage, and usually they did something else as well, to differentiate between one type of damage and another. I can't give the complete list, because I couldn't find one online, but things like residual +Damage over Time, +Chance to stun upon successful hit, endo drain, etc.
Most (maybe all?) of these attack secondary effects did something to the target of the attack other than the hit point damage. Would it be possible to have some secondaries that don't affect the target but rather do something to help the attacker instead?
The first thing I thought of in this vein as an example is something for the always endo thirsty Tankers of CoX. What if, instead of doing chance to stun or something with your punches, you simply got a small time extension on your long-duration powers and/or a discount on the endo used by your toggles or something. So when you land a punch, instead of +DoT or +Stun you get what amounts to a very small endurance boost (a small fraction what a blue Insp would give you) and/or a very small time extension on your long-duration click-to-activate powers (e.g. powers like Hasten would take longer to wear off, by a fraction of a second, for each such attack you landed on the target).
Another idea is some kind of vampiric endo drain of the target with a small endo boost given to the attacker, like the Kinetic power Transference had in CoX.
You could also have attacks that do some small amount of vampiric Hit point drain, so extra damage done ot the target, with some small amount of healing of the attacker.
Actually a lot of things could be done "vampire style" now that I think of it. Practically anything that debuffs the target, like -defense, could also buff the attacker, either in the same way (e.g. -def for target, +def for me) or in some other way (e.g. -def for target, +recharge rate for me)
You could have a thing whereby when you land a hit, you get a small amount of added damage on the NEXT attack, but only if it hits. As you chain together strings of hits, you get to some maxed-out point of diminishing returns on this effect, but then when you miss, it resets back to baseline again.
Obviously powers could also have secondaries that affect Momentum and Reserves, both the attacker's and/or those of the target.
Come to think of it, are target bosses and minions etc actually going to have Momentum and Reserves?
In any event, I would see these sorts of "self-helping" secondaries as maybe a good thing for the Tanker types, as they tend to be more defensive and need to land a larger quantity of attacks to bring a foe down than their Scrapper counterparts. Tankers thus need to plan for longer, more drawn-out fights against whole mobs of minions or super-tough bosses, AVs, and so forth, and as such would stand to benefit more from secondaries that actually help the attacker instead of debuffing the minion you're wailing on right before he drops, or debuffing the boss in some imperceptible way that the boss might be immune to anyhow. These type of secondaries could help tanker types reduce some of the edurance issues they were known for in CoX, without allowing them to really put out damage any faster.
R.S.O. of Phoenix Rising