A Protection Power where you physically attache or meld into another character. You both receive reduced damage but both receive the damage from any direct attacks. AoE attacks deal half damage to both of you as you protect each other. You both benefit from the highest of either of your defensive sats. Link to a tank, you become more durable. Link to a squish they become more durable.
Downside you can not move and have no ability to chase down people. You'll receive the same damage your link partner does even if it is reduced. Stealth uses the lower of your steath.
Ability is instant cast with no GCD but has a 10 second CD to dislodge and 90 seconds to reconnect to someone else after dislodging.
Ideal for Duoing, Raids with lots of AoE, keeping that squishy under-geared blaster alive.
Not Ideal for Missions requiring slitting up or large rooms needing mobility. Stealth missions unless both are stealthy. Bosses that hit really hard single target damage. Soloing (duh).
Two people with this power can not link to each other or link to someone already linked to.
If your link partner disconnects you stay linked and immobile unless you dislodge. Upon reconnect your still linked.
The line between knowing and understanding is often blurred.
Cute Kitsune the Anti Villain of Phoenix Rising.
I have more fervor then empathy, I still like you.~Me to a friend
It applies here too, I'm passionate not hostile.
Sounds like Bodyguard Mode for Masterminds tricked out for a different purpose. Not sure I care for the results of the thought experiment, game mechanically speaking.
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I really love this idea Kitsune! I'll tell you what I love about it:
1) It's great for semi-passive players who may not be the best at motor controls
2) It takes player control away but only voluntarily by the player activating it as a boon to the player receiving it
3) Unreal Engine 4 has a great use of this system as shown in the demo
4) It would just look/play as plain COOL AS FUNK!
A great idea! (could use some fine tuning biensure)
Crowd Control Enthusiast
If the Tank is sharing some of his Force? (Star Wars?) with a Blaster, then the Tanks health should be diminished to some degree.. and blasters slightly increased. But Not By Much, though! :)
Some times the hardest thing to do in a mobile fight is chase the tank. Or Chase the DPS, yet they always stay close to the action. That would really help with those "Would you just stand still for 1.12 F'n seconds for me to cast a heal? If your new to a dungeon or guiding someone who is new it's be a way to "keep with them" and direct them easier too. I can think of many non combat applications like helping my poor easily lost husband find city hall for the 7th time today.
The line between knowing and understanding is often blurred.
Cute Kitsune the Anti Villain of Phoenix Rising.
I have more fervor then empathy, I still like you.~Me to a friend
It applies here too, I'm passionate not hostile.
I have seen the ability used in some other MMO's to a greater or lesser degree. It can have its uses, especially if you need an "off tank" for a certain circumstance and no actual *suitable* Tankclass, but you have a nice damage dealer available who is "tough" but not "tough enough" to do the off tank role.
This means that the Main tank has to be *tankier* than a tank to pull it off, but it is an option out there...
Thumbs up for the idea actually.
At first glance I was worried about how engaging it would be to the player using the link power, but then I remembered the fun I had playing the gunner of a vehicle in various FP shooters while someone else drove. I assume that some powers may be off limits while linked, but others may depend on being linked to work at all, giving some interesting balance to it.
I don't know how I feel about the AoE damage reduction idea, because I don't know if having a vector based resistance is necessarily a good idea, although I do understand the thematic aspect of it. Another question, how would player defeat be handled while linked? With the host biting it, the symbiote, or both at the same time?
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The Titan Legacy - Defender of the Inner Flame
Hmmm ... syntaxerror37 brings up an important point ... the potential for designed content in which a Team "sticks together" through content in a sort of crewed vehicular way with different characters performing different functions (driver, gunner, etc.). That sort of thing ought to be possible, so long as people get to pick their "role" as part of starting the mission content.
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[i]Verbogeny is one of many pleasurettes afforded a creatific thinkerizer.[/i][/center]
The host dies you Unlink. You die, you unlink. Either way your where your link partner was previously standing.
The line between knowing and understanding is often blurred.
Cute Kitsune the Anti Villain of Phoenix Rising.
I have more fervor then empathy, I still like you.~Me to a friend
It applies here too, I'm passionate not hostile.
Math question and potential problem..
Two symbiotes on one team.. can they both latch to same character? I'm thinking a "Power Rangers" team of 5 where they all boost one player is kind of asking for multi-boxing Godmode
Crowd Control Enthusiast
An interesting point. When considering symbiotic bonds, alts as sidekicks, and so on, does this empower, or even worse necessitate, multi-boxing?
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Well, considering that Defenders and other support-type characters could buff eachother willy-nilly and become an unstoppable tide of destruction, it probably is a moot point. However, I don't think it should be an issue. The OP did say that [i]"Two people with this power can not link to each other or link to someone already linked to,"[/i] so it shouldn't be possible to mutually bond like that anyway.
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but the other Buffer sets would presumably be able to heal/shield/buff the same character.. I like the ida of a single target buff set but it comes with some reservations.
I suppose the devs could use a diminishing returns model but that discourages teams of buffers.. and I know a bunch of magical coven guilds that would not like that
Crowd Control Enthusiast