Game Design: Attribute (Spirit)

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

Supportive unit that heal allies and weaken enemies

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)

NameIn-Game Description
Passive 1DivinityHeal nearby allies, with greater effect based on proximity
Passive 2ConvictionDaze nearby enemies when hit (X second cooldown)
Ability 1BlessingBless an ally, granting healing over time
Ability 2JudgmentDeal damage based on damage enemy dealt
Ability 3ConsecrateCreate area that reduces ally damage taken 

Advanced Abilities

NameStrength
(Paladin)
Agility
(Monk)
Dexterity
(Exorcist)
Intelligence
(Inquisitor)
Spirit
(Bishop)
Passive 1DivinityNearby enemies deal less damageAllies gain Dodge chanceAllies gain additional critical strike chanceAllies gain Elemental ResistanceAllies gain overhealing
Passive 2ConvictionGain increased defenses and reflect damage takenDeal extra damage every 3rd hit Attacks become rangedAlso applies Burn effect to enemiesShields nearby allies when activated 
Ability 1BlessingBlessed ally transfers damage taken to PaladinBlessed ally gains movement speedBlessed ally gains critical damageBlessed ally reflects Elemental attacks Can apply two Blessings at once
Ability 2JudgmentEnemies deal reduced damageEnemies are slowed Enemies are pulled together  Wave also reduces enemy resistancesWave disables enemies until attacked 
Ability 3ConsecrateTaunts enemies for durationGrants allies increased attack speed Grants allies deal increased damageAllies become immune to Elemental effectsAllies cannot be reduced below 50% health

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