Priests and clerics are the indirect, support archetype. In fantasy settings, those devoted to the divine can channel it to provide their allies with healing and strength. In reality, religious leaders provide moral support and guidance, which promotes good mental and emotional health.
Design Principles
Spirit as an attribute will represent supportive abilities. A fight is simply won by dealing more damage to the enemy; this is achieved by maximizing damage dealt while minimizing damage taken. Most classes focus directly on dealing damage, while supportive classes focus on sustaining their party's health. The supportive classes can be both enabling and disabling. They enable their party with buffs to compensate for weaknesses, or disable their enemies to make them vulnerable against attacks.
Class Function
The supportive classes are influential to battle, but they cannot function independently. They suffer from poor personal offense or defense options, so they cannot fight directly. This promotes synergistic dependencies within the party.
The Priest abilities will have power proportional to distance from their target. For example, healing will be more effective the closer they are to their target. This will make the Priest's position dependent on the party's specializations. A melee-oriented party would favor having the Priest closer to melee range, while a ranged-oriented party would favor the opposite.
To discourage clumping up units as the only strategy, specific enemies need to be designed to punish this playstyle. Cooperative-designed games like Left 4 Dead design enemies like the Boomer or Spitter are designed to counter camping and provide panic that causes players to disperse. This would encourage more experimentation and diversity in party composition.
Base Abilities (Spirit)
Name | In-Game Description | |
---|---|---|
Passive 1 | Divinity | Heal nearby allies, with greater effect based on proximity |
Passive 2 | Conviction | Daze nearby enemies when hit (X second cooldown) |
Ability 1 | Blessing | Bless an ally, granting healing over time |
Ability 2 | Judgment | Deal damage based on damage enemy dealt |
Ability 3 | Consecrate | Create area that reduces ally damage taken |
Advanced Abilities
Name | Strength (Paladin) | Agility (Monk) | Dexterity (Exorcist) | Intelligence (Inquisitor) | Spirit (Bishop) | |
---|---|---|---|---|---|---|
Passive 1 | Divinity | Nearby enemies deal less damage | Allies gain Dodge chance | Allies gain additional critical strike chance | Allies gain Elemental Resistance | Allies gain overhealing |
Passive 2 | Conviction | Gain increased defenses and reflect damage taken | Deal extra damage every 3rd hit | Attacks become ranged | Also applies Burn effect to enemies | Shields nearby allies when activated |
Ability 1 | Blessing | Blessed ally transfers damage taken to Paladin | Blessed ally gains movement speed | Blessed ally gains critical damage | Blessed ally reflects Elemental attacks | Can apply two Blessings at once |
Ability 2 | Judgment | Enemies deal reduced damage | Enemies are slowed | Enemies are pulled together | Wave also reduces enemy resistances | Wave disables enemies until attacked |
Ability 3 | Consecrate | Taunts enemies for duration | Grants allies increased attack speed | Grants allies deal increased damage | Allies become immune to Elemental effects | Allies cannot be reduced below 50% health |
Comments
Post a Comment