Valheita
tangocat777
Valheita
gataka
I have a hard time seeing how you could balance these. Attack has the most perceived value and impact, Healing comes second with less of each, Buffs are very hard to judge ( the consequences are way too numerous ), and improving CCs in such a way... You just can't apply 30% to each and expect them to be equally interesting. And figuring out how to balance them is nightmarish.
I would argue that Attack is the least useful of the skills for most.
Killing a monster is easy, staying alive to kill it - that's hard.
Staying alive is the least concern to a crew that has every buff. in most cases you'll stay above 50% health just by letting healing halo do its thing. Heck, you can solo Stone Coatl on hard with Halo as your only healing ring. Attack is really important for farming efficiency. Not only would it make killing things faster, you'd be able to save stamina by having more damage per hit.
Well yeah, but that's only if you're crewed. Healing/Buffing is probably more valuable for most soloers, or maybe just me.
You might be able to, I couldn't even take Coatl on Easy with Bandage >.>;;
Granted, getting everybody in a crew to bring two buffs is easy in theory, hard in getting people to change their habits.
And it occurs to me that the general goal in MMOGs is to be social and have fun. If you want to be social and give abilities that are useful to soloers, by all means, but keep in mind that there are many soloers that use nothing but attacks, so being able to increase the range at which you can ill something before it kills you is a big deal for many new players. However mindless it may be.....