Give or take.
Your logic can apply to any player with conditional effects. Your description fits more with support or offensive than social
Also literally any investigative class
Oh and this class does not require any players to have an effect. She only needs their classes
eh not really so your saying noble’s main focus isn’t other players and that they would be powerful without other players like a sheriff?
they require players for there abilities and are based around the game and not a ability, Court spy for example is only as powerful if players are whispering
Link is only powerful through good communication
Also force vote becomes more powerful with dead platers and twin
Conditionals does not imply social and social does not imply conditionals. Sheriff is not strong in his own. His results are useless without other people voting with him
And again. Is Drunk social?
Yes but sheriff is strong based on there primary ability.
Nobles ability is only strong if other players are interacting.
Sheriff is useless without other people. For one he has no one to target. He has no one to vote up any unseen he finds etc
Noble on the other hand can get people upped even if the other players are literally AFK
Of course there are going to be other players, my main point is social classes are based more on gamestate
Every class is based on gamestate
For example Physician is useless if it’s just Reaper
Also Dirty works is not a social ability
Lets just go around in circles forever
Social classes are based on current gamestate they are based on interaction.
yes sheriff is semi based on game state every class is but socials are more so
Coincidence. Conditionals do not make something social. I could easily design an offensive class with more gamestate dependency than any social class combined
go ahead then.
Offensive is obviously preventing and disturbing players.
The REALLY Drunk
Passive: Death immune if there is an odd number of BD alive. Occupy immune if there is an even number of BD alive
Night Ability: Redirect Target player to you if there is exactly 1 Unseen or cult alive. Occupy target player if there is exactly 2 Unseen or cult alive. Prevent visits to target player if there are 3 or 4 Unseen or cult alive. Gain a use every time a player dies (2 uses)
Special - Doesn’t fit or is a mix
Offensive - Preventing/Disturbing players
Investigative - Finding clues on whos good and whos not.
Support - Aiding others
Killer - Killing others at night
Social - Working with feedback and other classes.
Thats my simple way of categorising classes