Talk:Nocturne/@comment-25798210-20161027123513/@comment-28977071-20161030134711

To the contrary, I'd dare to object that the classification is the least useful to new players. They can only get the notion of generic playstyle from the meta-concept of the class beyond the boundaries of the current game. I'm personally naming my custom item sets (farewell, my dear friends, in the upcoming alpha client :{ ) by the names of the intended roles/goals so when someone says diver, it already invokes a quite clear idea of the related itemization path   in my mind. I know that I want a hybrid of a weaker assassin, that is capable of mini-bursting the squishy, and of a bulk that is still able to directly withstand the consequent enemy focus (as opposed to pure assassins who can reach much bigger high-end damage output, but mostly rely on own evasion to not receive the damage). That naturally leads to clearer notion of building as sturdier semi-assassin for him.

And the list goes on, so the class labelling is very useful for me, because it allows me to mention a short term as a pointer to the entire complex of defined game reactions, tactics and strategies as a whole.