First of all, thats not a topic here.

Second, those "classes" you numbered as disasters are not like that at all.
I played a shadowblade (with even added fighting and more magic skills) often and it doesnt require any min-maxing.

You can of course, but it is not required.


Originally Posted by Bladenite78
I think its pretty obvious that this is a class based game, take a look at the skill names in the spread sheets.

Ranger Lore, Warrior Lore, Air Specialist..its not a rigid class system, but it is a class sytem its just that your class is determined by your skills. It's a lot like the Job system of Final Fantasy Tactics imo.


See devs?

Ill be the first to suggest a different starting presentation for the next game. If it will be done in the similar classless style.

Bladenite, i dont mind that there are classes in the game. Or the possibility to make such builds.
But, the presets in the character creation and the names of the skills are there just to make it easier for the players.

That just ended up looking as if the game is class based to most of the players.

I consider these level based penalties as a sort of meta skill in the game.
Which has too big of an importance in gameplay - that reduces the importance of actual skills and stats.

It creates this effect where the same type of an enemy is different to you, the player - just because there is a level or two of difference. And then that same encounter becomes too easy just because that level difference was reduced or equalized.

Not to mention that the possibility of even seeing the enemy stats is practically a hand holding option that tells players can they do the fight or not - in a wrong way. A meta way.

Which means it really isnt based on anything thats actually a part of the setting or the story.

Although Larian did it in the best possible way, tying it to the Lore skill so it atleast looks like it has anything to do with the game world.


As an simplified example of reference, ill mention the penalties applied to weapons above your level.
That causes the increase in the AP cost, but that penalty is done in a right way.
The cost increases for one or two points most of the time, which makes it just right. It makes you think about whether to use that weapon or not in just the right way. The cost and the benefits and drawbacks are done just right.

And it makes internal sense more then the other penalties i talk about.

If it was done in the same way as penalties i mentioned as bad, the cost would be 5 or 7 or 10 APs more - which would make that option practically unplayable.


("practically" - actually means that something is not completely locked or closed, btw.)