I like this idea for the Huntress. A lot of my own ideas were centered around allowing classes to come to each other's rescue, so with the Huntress, I was caught up on trying to think of some way that Blink could be used to teleport enemies out of danger (maybe by taking them along for the ride if the Huntress blinked across an ally). Really, though, from the perspective of the ally, that would get annoying pretty quickly. The only tweak I might suggest here is maybe, instead of resetting the bounces, hitting an ally straight-up adds one bounce. Because the Huntress is a kiting class, it's not entirely unexpected for her to be in the back lines, constantly firing into the horde while retreating. Allies who aren't as mobile might therefore be in between her and the horde, and so firing the glaive and having it hit two or three allies on its way to the mob would make it progressively more devastating - and also assist the allies in between in their retreat by taking off some of the heat.
I hadn't envisioned the abilities being stackable, at least not linearly. With the Engineer, for example, regen rate is just boosted if there is an ally or allies nearby; the Miner and Sniper perks would activate if one or more allies were in range; the Enforcer perk would proc based only on the health of the most damaged ally present; etc. Multiple allies don't increase the rate further.
Stacking would get trickier with something like the Bandit or Mercenary perk, because if they use their perks with more than one ally around, should it be applied to all allies? Probably not - that would be massively OP. Especially if you stacked a bunch of Mercs together and they successfully staggered their attacks - they would just be straight up invincible, all the time. Then again, if they can get to that level of teamwork, you might be able to argue that they deserve it.
EDIT: Given that the Mercenary is a Mercenary, an interesting perk might be for them to gain a Golden-Gun-like buff based on the amount of the gold possessed by nearby allies.
Last edited: Apr 29, 2014