If it’s alright, I’m going to respond to each bullet in turn:
- “I think we could have a support class, that can heal players during missions”
Part of what makes the harder difficulties harder is that they provide a scarcity of resources; those resources that do make you ‘infinite’ (the regen-health trait on your necklace) also come with a healing downside. It’s not just that the enemies punish mistakes, but rather that those punishments are a health-memory (can’t be fixed without a consumable).
While I love the idea of support classes, health generation part of the roll that Waystalker-Regen/Mercenary-Shout builds fulfill and, moreover, refilling green-health is a very powerful tool and removes the element of scarcity from the game, making it quite a bit easier. I think I would have to disagree depending on the shape of support this Career/Character took.
- “The game could have a level reset system; when reach lvl 35, we should have the option to reset to level 1, but start with bonus”
Believe it or not, most folks on the forums will throw a fit if you ask them to gather XP to get a bonus. Grinding is loathed by lots of people (and lots of people also don’t really consider it grinding, just playing the game), but tying it to a permanent character bonus will also decrease the value of the difficulty system. Realistically, Legend should never be easier than it is by merit of how much you’ve played as opposed to how much you’ve learned and improved as a player
In most cases, progression beyond 1-2 stages is considered horrifically grindy (leveling 1-max in WoW would be stage 1, then grinding Raids to gear is stage 2, then mythic Raids are stage 3 and they cannot overlap, making most people fall-off before stage 2; other comparisons can be likened to the reset systems in mobile games). I don’t think it’s wise to add a game-changing progression system past what is already in place; perhaps if we instead tied the resets to cosmetics/achievements, it’d be a different story (fits will still be thrown, be warned).
- There could be a perk or item to make possible to revive ourselves, at least once per match, increasing surviving rate, but when we revive by ourselves, suffer from some kind of penalty
I think a big issue with self-centered revival items would be that it further encourages people to go off alone, providing them more and more tools to abandon their allies and survive with. Some people call it clutching (I’d only call it clutching after knowing we fought as a team and failed to overcome), but it encourages more solo play, which I think is against the point of the game.
Then again, some kind of “1-off abilities” for traits could be a fun addition to the game. “First ranged attack against a boss/monster that is a headshot staggers him as though he were struck by a bomb” or some such thing like that. I don’t know what they would look like, but they could be cool little utility additions for niche situations that give certain characters a twist!
I almost forgot: welcome to the community, @ZuluMachX, it’s good to have you thanks for sharing your ideas!