Supports:
Builder-Type Support: They can shield and protect their allies by taking the damage
Healer-Type Support: Low health but they can heal others!
Damage-Takers:
Like Builder but better, they are the front of the team they take the damage and protect their allies behind them
Damage-Dealers:
Equipped with heavy damage dealing weapons but extremely vulnerable due their low health and inability to fight close-range.
Assassins:
They strike from behind and deal enormous damage to enemies behind the damage takers however they have to escape quickly after killing somebody or else they’re also screwed.
You can take some inspirations from what i said! such as for damage-takers they can have a ability that gives them temporary 50%MAXHEALTHINCREASE and 20+ Armor but lower movement speed
And for Damage Dealers, they can use ranged weapons to deal enormous of damages but no form of melee weapons.
Although this does not answer your question, I’ll throw in my opinion.
If you are creating a brand new game and people join and they are bombarded by different support classes, they will get confused and leave. You should really keep your current classes first and then add onto them in updates.
Let’s take Rainbow Six Siege as an example.
At the beginning, they had far less operators (read operators as class). This meant as people began to learn how to play the game, they had a chance to learn each of these operators properly as they had less to choose from, it also enforced the need & use of each operator far more than it would if there were 50 operators at the beginning.
Through releasing one (or so) operators each season since, they’ve allowed players to then get used to that operators unique gadgets, loadouts and general statistics, again meaning people actually use it as they can designate more time to learning it.