Not sharing a skeleton doesn’t make them not-humans.
Vulpera are goblins covered with fur. KT have a complete new skeleton that’s not shared with any other race.
They’re closer to it than the foxes.
Because no one plays Alliance.
Because even if I played as a generic Human, dwarf, or something Horde, my response is still the same. Mechagnome’s as the peak to end the expansion on, is a joke upon itself. This would’ve been a more fitting addition for the 2nd Allied Race slot. Not the last one to an expansion.
You know that doesn’t really matter when it comes to race fantasy. We shared animations for spells for years and no one said we were the same classes because class fantasy kept things separated.
Right now playing a kul’tiran feels playing a human, because that’s what they are. Vulpera have no shared fantasy with goblins.
Blame Blizz for that one, they screw over the faction over and over with stuff like this.
can someone explain to me how a mechagone becomes a death knight?
Accidental delete there, so I’ll repeat it via paraphrase:
I think my response was appropriate given that even if it’s a small number of people who want to play them there are certainly other races, like Pandaren, that are only played by a small number of people.
Now, on to this one:
What difference does the order in which they are released make? They’re going to be around for most of a year (lag between 8.3 and 9) so is there some significant difference based on which point release they arrive in?
End expansion on something memorable vs. ending expansion on a joke? Mechagnomes? Really? That’s what the Alliance are going out with? Vulpera? Something both factions really wanted?
It’s about leading and ending with a boom. Good movies don’t just start awesome and then get boring leading up to the end. You don’t tell a story about that is awesome in the beginning and a let down in the end. That’s how people remember things being lack luster.
Driving excitement is something Blizzard needs to work on better and ending BfA with Mechagnomes as the final Allied Race, is an absolute joke. Like, out of all the races in the game they could’ve pulled from, they choose mechanized, gnomes… WoW.
Vulpera were never going to be an Alliance AR, their in-game story made that perfectly clear.
They clearly rode out the excitement for them and gave them to the Horde. This is an irrelevant comment and further proves my point on riding on excitement. They’re not riding on excitement for Alliance. Just general disappointment.
Like, legit, since the speculation was that Vulpera were most likely going Horde, since Horde worked for them more and Alliance burned down some of their things, we wanted Sethrak instead. The Sethrak megathread got just as much attention and want as the Vulpera thread.
While we may not see threads against Mechagnomes, we clearly don’t see many threads wanting them. Hinting towards disappointment but not a “hate”, for a stronger word, for them. They could’ve done so much better for Alliance but it just feels like we were just an afterthought.
I might make a Mechagnome but at the moment I think they’re kind of creepy, so the jury’s out on that one.
Nobody needs to be offended, I think several other races in the game are creepy, and while Ive tried to play them I’ve always end up deleting them. For example, I spent a lot of time to be able to make a Zandalari Troll but every time I make one I don’t like playing it because I think their faces look mean, and I dont like the 2-toes thing. For me its the same with Orc, Troll, Kul Tiran, Dwarf,/Dark Iron Dwarf, Worgen, Tauren, undead, and Pandarian.
My favorite races are night elf, human, Gnome, draenei, and blood elf. The Nightborn, Goblin, and Void Elf are ok. I’m looking forward to the Vulpera.
If there’s anything that remains true about Mechagnomes; they’re disappointing in every regard. They’re meant to be unique but they were taken down the path of least creative intent.
Allow me to fully list the problems with the race, and why they are overshadowed by Vulpera in every way.
Customization & Differences
Mechagnomes are liimited by their own abilities for customization. For a race that is meant to be entirely unique; they are almost carbon copies of your regular gnomes, but at the arms and legs.
- Male and Female Mechagnomes share the same face & Skin meshes with regular gnomes.
- The options for Arms and legs are three color variations, and a choice between armored hands, unarmored hands, claws, armored legs, or unarmored legs.
- Mechagnomes DO NOT have a unique class that regular gnomes cannot already be.
Everyone is well aware that Mechagnomes cannot transmog Gloves, Bracers, Pants, or boots. this takes away crucial pieces of customization that people enjoy putting together. Mechagnomes are severely limited on their options as many armor choices do not match the color pallets of their arms/legs.
Animations
- While true, Mechagnomes were given new animations for their race. Having more jerky adjustments and stiff behavior to mimic their robotic design. They share a similar design with the Vulpera that male and female are similar in animation.
- But the GREATEST crime is that female Mechagnomes share a dance with their males. This further takes away the unique flair that the races have between their genders.
https://www.youtube.com/watch?v=6T1XqL2qE2I
Mechagnomes aren’t badly animated but when both female and males share far too many similar animations; it makes the race unfavorable to a further degree. They’re already uninspired by their gnome base; it doesn’t help they offer not even a unique dance.
Lore and Background
A big criticism is that Mechagnomes were not well developed in any regard. Their classes and options are very limited; with very few details shown about what Mechagnomes research beyond constant self-upgrading. They hadn’t established much beyond their noble view of mechanization and recycling parts.
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Class Identity within the race: Mechagnomes make very little sense in regards why they can be Monks, Priests, and even Rogues. Clunky metal appendages and robotic material betrays established lore. Priests being whole and pure of body somehow channeled by regular gnomes. Monks flexibly fighting with claw hands? – Even Rogues moving sneakily with metal clunking against stone?
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Very little difference between Normal Gnomes & Mechagnomes: They offer VERY little in what gnomes can create and already offer on hand. Siege weapons? Mechanized creatures? Foundaries? Tinkering? All these are staples to a regular gnome. What do they even bring that a regular gnome just can’t invent on their own already?
Mechagnomes are extremely bland and lack a personality much like Lightforged Draenei. They took a trait that was a staple of a base race… And said. “What if they did X… but more?”
Lightforged Draenei are boring as a race as they’re just draenei. In fact; they’re considerably weaker with the lack of monks and shamans. Utilizing only the base classes. Warrior, Hunter, Mage, Priest, Paladin.
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Improving Mechagnomes
This segment; I want to focus what future development should do if they want even so much of a chance to be given to Mechagnomes. Shadowlands is coming and anything can be subject to change.
Customization:
- Allow us to mog pants, gloves and bracers. Giving a mesh to work on the Mechagnomes, even if it has a touch like Pandaren tails to support the twisting of arms and legs. It would help them enjoy customizing with Transmogs.
- Add some new facial and skin tone meshes to Mechagnomes. Changing eye colors, wrinkles, maybe even smoothing out the faces a bit would help make these Mechagnomes stand out as different nationality of gnomes.
Animations:
- GIVE FEMALES A UNIQUE DANCE. I will not stress this enough. Copy-pasting the Male Mechagnome dance and reversing it to the female is a huge crime. Of all the races in WoW, Mechagnomes are given a huge disservice to not have their own unique dance. Might I recommend the following:
https://youtu.be/J3uv7i8p9m8?t=61
Lore & Background
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Nothing is easier to establish a race and its classes than NPCs in the world or in their Mechagon subzone with one of each class. Explore why these gnomes are capable of being priests. What exactly makes them capable of utilizing these talents or why they can stand out.
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Show them with certain talents that regular gnomes simply cannot offer. Make a pinnacle of risk that Mechagnomes take that a regular gnome would absolutely fear doing. Why their replacements of limbs is something they sacrifice for utility or “cosmetics”.
Class Options
Mechagnomes NEED a unique class to stand out from the rest. Lightforged Draenei suffer this same problem that they do not use anything different from the base race. They lost options in fact. Mechagnomes will be in the same boat.
Mechagnome Classes are listed below.
Warrior
Rogue
Hunter
Mage
Priest
Warlock
Monk
Death Knight (Shadowlands)
These are ALL the same that Regular gnomes can be. They don’t unique something unique that other gnomes cannot do. And one big crime… is the lack of lightning spell classes. Only monk has something of this but doesn’t fit the bill.
People want something to stand out on this race; and I believe Mechagnomes should get either:
Druid OR Shaman.
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Mechagnome Druid
- Balances out the Druid options between Horde and Alliance. Which currently stands 3 vs. 4.
- Allows Blizzard to make unique robotic forms of druid forms while also playing on the edge of Power Rangers.
- Provides a unique class to Gnomes that uses the animation rig not shared by their base race.
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Mechagnome Shaman
- Adds another shaman option to to the Alliance, rivaling 5 vs. 7.
- Provides a Lightning Wielding class, that fits within Mechagnomes’ mechanical range.
- Provides a unique class to gnomes that uses animation rig not shared by their base race.
Factions shouldn’t exist anymore. Too bad they can’t figure out how to implement a system for Warmode in the open world to pick one side or the other kinda like how merc mode works for BGs.
You can do 3 things. Be the “Champion of Azeroth” flagged to no one, friend to everyone unable to flag for PvP in the world. Turn on warmode and rep your faction as a soldier of the horde/alliance or go into Merc mode and rep the opposite faction. Only time guards will attack/not let you into cities is when you’re flagged.
Guildes are factionless, anyone can join any guild and hell you can even be in a group in the open world with people you’re flagged against(it’d be fun before raids watching people fight in guild while the leader is going “can we just get this started…you know for Azeroth?”) but once you’re in the instance you’re all friends. They would have to put a feature in to prevent people from joining opposite flagged people through groupfinder though…at least with auto invites. Everyone must be on the same side to group queue for BGs.
They need to do something, ANYTHING other than keeping the status quo for Shadowlands…Unless they plan on adding the Tideskorn Vykrul as an allied race for Alliance they are dead.
Undead Priests say hello?
Reverse on you.
Undead are still able to channel the light and are harmed in its presence. Corrupt or not they utilize in a way that still manages their body in whole.
Mechagnomes take priesthood in a way that further betrays what is to be expected. Mechanical limbs channeling holy magic? I don’t even account for Mechagnomes believing in the Light or having any form of doctrine to follow since Kul Tiras doesn’t revere it in the same way either.
I’m sorry but…what?
I’m not sure how this relates to your position that Priests need to be pure in body when Undead are basically the exact opposite of that.
I actually reserved Tinkertoy early on. But now it looks like I won’t be making one so, meh. Haven’t even unlocked them. Not sure what I’m going to do with the name yet.
Uh, that’s not how “race” works. A Kul Tiran is still just a Human, rigging or not. A Vulpera has no core race equivalent. If you pick up a book of D&D or Pathfinder, you’ll learn what “race” means in the context of RPGs.
Personally I’m still waiting for the Heroic version of Operation: Mechagon so I can finish the unlock. I have no desire to do it in Mythic. Not much “excitement” until then.