DPS Spec: Guns, turrets. Maybe mechs for this spec as well as a CD. Lots of chaos, akin to Engineer from GW2. AOE bombs, potential for randomness in many things.
The class always carries a mech pack. Mech pack has arms that do stuff. All nicely animated. It grows and gets more elaborate as you level up. You can do all three roles.
Tank - beefy defenses, armor plating, force fields.
DPS - Rockets, blades and buzzsaws on the mech arms, turrets.
Healer - Field medic, administering chemical healing and enhancements, stim packs.
Each spec has a cooldown that transforms the mech pack into a full blown mech suit.
Heat mechanic, spells and abilities generate heat which can be spent or allowed to build into overheat range enabling access to more powerful spells. Major cooldown involves going into overheat for a period of time without heat being spent / decreasing naturally.
LMAO truthier had never been uttered lmao imagine their audacity thinking their opinion matters. It’s crazy how negative people always try to rain down on positive threads like yours. Toxic people, yo.
This is mostly what I’d say, I just don’t know how I feel about the mech idea for tanking. Def not a mech cooldown though. Either you’re in your mech all the time, or no mech at all. I mostly don’t like the mech because to me I feel like it sort of implies it would be a gnome/goblin restricted class, and that would be awful.
But yeah ranged dps spec with a rifle, turrets, bombs, flamethrower, etc. Maybe one side of the tree could be more fire/bomb focused and the other could be more lightning/laser/gadget focused.
Personally, I’d love to see a cooldown based mech rotation (not always in the same mech) but rather summoning a mech for a burst cooldown and having a few to choose from.
Basically, the tinker might have 2-3 vehicles baseline and they are like the Ulduar vehicles and so there is a baseline set of abilities on the vehicle but then some of the abilities on each vehicle are a choice provided by the class and/or talents.
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Then supported by ground based, following, or target-seeking gadgets such as drones or turrets.
It would also be interesting to incorporate quest-like mechanics such as placing a resource generating gadget on the ground which spawns clickable resource piles for the tinker instead of passive resource gains.
So basically the goal would be to micromanage your resource spawning gadgets (that deal some passive damage) and the tinker spends time collecting and using resources to then spawn the mech to control for some direct damage moments. This could be interesting because you aren’t just tunneling the boss but interacting with your gadgets to build up resources while dealing with mechanics for your vehicle burst windows
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You might have 1-3 uses of a mech without needing to gather resources depending on your specific spec and talent choices, allowing for a bursty opener, followed by constructive resource management to build back up to a big mech burst moment
Mech based tank - ALWAYS in the mech, the CD is calling down specialized arm and back equipment for certain stages in the rotation. Maybe a building energy method similar to runic power for building up weapon system activation.
Dart healer - Gun/Bow healer that throws exploding potions and shoots allies with healing darts. As mentioned earlier in the thread, think Ana from OW
Artificer dps - Gun/bow dps that attacks by ‘summoning’ stationary turrets. Big CD with a giant energy blast from their weapon, leaves them overcharged for a bit that gives a depleting resource that soups up standard attacks until the residual energy runs out or gets depleted.
Mech suit and can swap between ranged dps and melee tank. This would be similar to Druid being able to swap forms, but instead, the mech’s arms would convert into various weapons or shields. Players would be able to hop in and out of their mech. When out, the mech would be stationary and fly away (despawn) if left for too long. Player would be able to call it back down when needed.
Spec: Machinist
Mechanical backpack, lots of gadgets/robots and can use a gun. I’d love to see it as a support spec with stimpack and manapack ammo rounds, including the ability to call in a kind of mobile first-aid station that has little nursebots that can randomly heal the group. However, I’d prefer it not be a healer spec but be designed to support healer classes. The spec could also call in other types of support bots, defensive structures and supply drops, like the Rustbolt Armory from Mechagon Island, so that players can grab new weapons.
Hero Talents:
Tinker: more focus on the gadgets and robots.
Sapper: more making things go boom.
The mech would be permanent, no cooldowns. I would like for it to really feel separate from the player. Something that you’ve created and constantly upgrading and repairing.