Hi, welcome to my post! I spent a lot of time writing it. I hope you like it.
After seeing all of the game design issues in vesteria, I realized that there isn’t much a player can do to spec into a support role besides using certain classes and certain items.
Faith would act as a stat that increases the power of your support abilities, while also giving you a bonus to holy damage. (More on that later).
Holy damage is a unique kind of damage modifier. Rather than just increasing damage with spells that are modified by it, half of your holy damage multiplier is converted into a secondary stat known as “Faith power” which provides bonuses to support spells.
If you had 80 strength, you would have a 40% physical damage multiplier. If you had 80 faith, you would have a holy damage multiplier of 20% and a faith power multiplier of 20%.
Although the faith stat may convert some of your spells into support-related spells, not all of them will be direct healing spells. While an assassin’s shadow flurry might use the clones in order to apply bandages to an ally, a trickster’s prism trap might shoot out a pulse which applies a decaying overshield that allows you to survive hits. The warlock that casts dark ritual might be able to split their mana bar in half and share it with allies.
These are just some examples, and the ability changes that a subclass gains from faith would remain thematically appropriate for the class. Faith power would effect spells that already provide healing or support capabilities by empowering them further. Your regular spells would all be replaced with variants that scale off of holy damage.
DIFFERENTIATING FAITH FROM INTELLIGENCE
Spells effected by faith would be a lot like flare. They would feature an incredibly large AOE and support capabilities, at the cost of the damage output that your holy damage lacks compared to physical and magical damage. Intelligence would be differentiated further from faith, and focus more on the “Giant mana explosions” side of things.
DIFFERENTIATING FAITH FROM VITALITY
All of the proposed healing perks and ability effects that vitality has, would be removed entirely or moved to faith. As fun as it would be to play as a knight that has thousands of health and can instantaneously heal it all back up, that kind of gameplay style simply wouldn’t work with faith. By allowing faith users to support their teammates more, vitality would fall into it’s identity of the stat for a large health pool and the ability to take more damage before dying, and would synergize better with faith.