Class Discussion (that is actually about discussing classes)

Post » Fri Nov 01, 2013 2:43 pm

This was attempted to be discussed in another thread but was suggested by the higher up that a new thread should be created.
The classes from previous installments held little weight as to what actually defines a particular character. They are ultimately implemented by the developers as a starting guide for players that don't know what they want or need for a given type of character.
After a player becomes familiar with how the game works and what they like in a particular style, they end up making a custom class, anyway.
The skillsets and play style that defines a given class is a very opined ruleset that differs from player to player. Battlemages are probably the single most versatile and multi descriptive class of the game. Seconded by Spellsword due to the fact that are essentially hybrid characters.
I can't refer to them as "builds", personally, because I feel that Skyrim isn't complex enough to warrant such a title. As long as you have a fully developed primary means of dealing damage and a defensive skill and/or strategy, everything else doesn't really matter. You will be able to survive the gameworld fairly easily.
That last part is referring to combat validity and character survival. One shouldn't confuse the statement " everything else doesn't really matter ". It matters quite a lot when it comes to RPing and doing things that defines your character. I heavily RP all of my characters and every movement and choice they make is based upon their unique personality.
But NOT by some cookie cutter suggestion by the developers or some random blog entry. Make each character as unique as possible and you will grow a tighter bond with them because of that.
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Ruben Bernal
 
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Post » Fri Nov 01, 2013 8:18 am

Yes
I hate classes and builds.
On oblivion I called my characters class things like sixy beast, muppet and derpinator.
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Julie Serebrekoff
 
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Post » Fri Nov 01, 2013 10:05 am

I liked the classes, they were fun to use and gave a bit of flavor to creating a character. Not everyone RP's and many (like Myself) find using a somewhat class system anyway, except basing it on classes from other series like D&D and Final Fantasy. The Classes allowed them to differentiate the different styles of play, while also having some interesting ones as well.

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Devin Sluis
 
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Post » Fri Nov 01, 2013 3:29 pm

I mean... we still have classes. They can't take that away. However, we don't have the predetermined startups for before.

Don't get me wrong. I welcome complexity in character creation. In fact I may be looking at this as a two sided coin, in that I want it but I like the way it is in Skyrim as well... It's just underdeveloped.

I always underwent a custom class, as well as many others. Some for different reasons, if not for the ability to control the horrid leveling system in Oblivion. But more so, I felt like I was giving my character some sort of initial skill placement. I used to think that I could just do away with them all together, but I find I miss the customization.

I just don't miss the presets. I always felt like I was starting with someone elses character and nothing truly unique to the cause.

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Pete Schmitzer
 
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Post » Fri Nov 01, 2013 7:33 am

I like the presets overall because they were similar to other games classes, so if you just wanted to play as that class, They were pickup and play Where you did not have to think of what for example a Paladin would use, as they already had that as a option in the Crusader.

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Fanny Rouyé
 
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Post » Fri Nov 01, 2013 6:55 am

I only used Classes as an idea to build my characters. I don't think I have ever played a pre-built character unless that was my only choice.

As you say, once you have Combat and Defense figure out, the rest is just ribbons and bows to the game really. For example, no crafting is needed, at all, to be successful in this game. Magic is not needed at all, even for the Mage quest lines, only as a game interaction choice. So, few skills really need to be developed to make a successful character. My favorite character is at level 54 simply because all the skills I use are at 100 and any other skills just don't fit his role to use so they are not developed. That's fine, because the most important thing to me, being able to explore the world and handle what I encounter is all I need.

I have other characters that have built up other skills, but I don't think any of them could be called a per-determined "class".

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Sabrina Schwarz
 
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Post » Fri Nov 01, 2013 8:19 am

No. Why would I be glad about removing an option, even if I were to ultimately create my own build? It's like being glad a burger joint stopped serving pickles to everyone, because I don't personally go for the pickles on my fattie-burger.

In any event, you can still find classes among NPCs.

Like a sorceror is now Destruction/Illusion primary. Appears to be two variants of sorceror npc, all with the before mentioned primaries. One group has heavy armor/one handed secondaries. The other, mage secondaries.

Monk being Alt/Resto. Ranger with Archery/light armor primaries. Spellsword destruction/one-handed. Night Blade destruction/sneak. Mystic illusion/alteration. Rogue one-handed/sneak. Thief light armor/sneak. So on and so on.

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ashleigh bryden
 
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Post » Fri Nov 01, 2013 6:01 am

While they gave some sort of referenced guideline, pending the player's interpretation a Crusader can mean different things or different characters.

I see a Crusader is more of a Spellsword w a core skillset of...

  • 1H
  • Heavy Armor
  • Restoration

Others may incorporate something different. Like just a Warrior...

  • 1H
  • Heavy Armor
  • Block ( shield )

While others yet see their Crusader as...

  • 2H
  • Heavy Armor
  • Block

Adhering to a predetermined skill set restricts the versatility one can utilize in creating a particular character.

EDIT :

This is where I'm at with it.

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Elisabete Gaspar
 
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Post » Fri Nov 01, 2013 10:43 am

As long as I have the freedom to pick my skills, it doesn't matter to me.
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Daniel Holgate
 
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Post » Fri Nov 01, 2013 3:42 pm

In oblivion, you are given 7 choices, you have three there, still 4 extra that you HAVE to take. They also did not force you to take it, it was just an Preset.

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Veronica Flores
 
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Post » Fri Nov 01, 2013 12:46 am

Yes, I know.That's just the essential core that defines them. The other 4 skill choices are completely irrelevant as a whole. Like CCNA says...

And no, it wasn't forced. You ended up creating a custom class anyway, which is my point. I want the initial customization. I don't care for or need presets. However, the fact that they are there doesn't really hurt anything. New players will use them and after that they become irrelevant.

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Danii Brown
 
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Post » Fri Nov 01, 2013 7:41 am

I think we need to distinguish a few questions here.

1: Do you prefer/disprefer having some skills "boosted" at the beginning of the game?

2: Do you prefer/disprefer having only a proper subset of your skills count towards leveling up?

3: Do you prefer/disprefer having to choose which of your skills should increase faster relative to the others?

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Taylrea Teodor
 
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Post » Fri Nov 01, 2013 5:45 am

So you weren't going for the lore friendly approach then haha

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Matt Bee
 
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