They're still doing mediocre damage. If you do 2 damage and I do 10, but your buff is a x5 damage bonus, you're doing 10 and I'm doing 50. If it's a +5, you're doing 7 and I'm doing 15. Your damage is still mediocre in comparison, and you only exist in my team because of the buff or debuff. Your damage is, overall, less important than mine is. What this ultimately means is that the damage-first class is more valuable in larger numbers than the debuff-first class (unless debuffs stack, and they probably shouldn't if it's primary output. It'll be impossible to balance encounters around those numbers if they're in any way significant). A team of 4 DPS-first and 1 Debuff-first will be overall much more valuable than the inverse, whereas if both are Damage-first and one of them groups mobs up as a secondary function and the other debuffs, it is both more viable to take more debuffers (because their damage isn't adversely affected) and easier to balance stacking debuffs (because it's not their primary output) should such a thing become necessary for class viability
That implies that other PVE-focused games don't have classes, but they do. Classes are not a PvP-based idea, and never have been. Trying to make character loadouts overly granular is an excellent idea if you want to create a lot of grind and noob-traps
That implies that other PVE-focused games don't have classes, but they do. Classes are not a PvP-based idea, and never have been. Trying to make character loadouts overly granular is an excellent idea if you want to create a lot of grind and noob-traps
Secondly, buffs and debuffs should stack, but not from the same caster, with a very few case by case exceptions. Debuffs are trickier to balance than buffs because the debuff target tends to die at an accelerated rate compared to other mobs, therefore the debuffs have less of a long term effect. Recharge becomes a real balancing factor here.
Thirdly, a 5x buff is hideously overpowered. CoH had damage caps that, IIRC, were 400% for damage secondary classes, and 500% (5x) for damage primary classes, with one outlier (over 700% for Brutes, good luck getting near that). Note that damage improving gear counted against that cap, and that there was a cap to how much your gear could benefit an individual power. Getting sufficient buffs to approach those caps was difficult. Damage buff abilities, IIRC (it's been a few years) were typically around 75% - 125% with exceptions (e.g. Fulcrum Shift would put a small AoE around each foe that did a 40% damage buff, plus one around the caster that did a 25%. You could easily be at the damage cap if you were in the middle of a spawn when Fulcrum Shift went off).