Not saying make Hunters into Tinkers lol, just saying improve the engineering-type aspects that Hunters already have because – believe it or not – they do use some tech.
Guns, bombs, scopes, certain traps… not a ton, but there’s some tech in there that could be added to a bit.
It’s a very moot point saying that hunters use Tech.
They CAN use guns, but some of your abilities exclusively fire Arrows. Gun or No gun.
They have exactly one Bomb. And it’s a molotov used by survival. A spec that hits things with a Spear in melee range. Hardly High-Tech.
Their Traps are limited to simple bear traps. I suppose you could say Tar-Trap is a neat gadget. But again, that’s very minor.
Hunter is a great class, but it doesn’t really do anything High Tech. Most of Hunter’s abilities come from the Orc Beastmaster hero unit from WC3, and the Priestess of the Moon Hero unit from WC3.
See also prior shows like the aforementioned “Wildstar”
I think the idea could be used - but I think would need a lot of refinement to be…viable?
I pondered the idea more in depth after our discussion and thought about it - I’m still not sold on the idea of a Tinkerer as a class; but am willing to split the difference if that is what your after.
Perhaps simply make a engineer item that turns you into a tank for a short duration? (Tanky Mech suit) or hell - if blizzard wants to address the tank shortage…make it a engineer item that transforms you into a vehicle designed to “tank” - that way if you got 2 priests who don’t want to DPS…one of them could summon the mech.
Or since Archeology is being removed / no longer supported…why not make it a class?
My thoughts about it align with this.
Most of the “tech” that players use is either low-tech or found titan stuff. Engineering is still active.
We are really deep diving “first ones” tech right now
We seem pretty much done with the titans
Kyrians stewards have found ways to make tech using anima.
So maybe we have your iron-man suit be a relic or a mecha using first-one tech…heck throw on a gylph or two to tweak the ascetic while at the same time not turning the whole engineer/tinkerer dynamic into question.
That is one minor thing that bugs me, im using a gun, yet rapid fire shoots a barrage of arrows lol
It also would be cool with hunters to have like a “second set” of abilities for guns vs Bows. just because of how guns, bows and crossbows all work differently.
It is kinda funny how the simple tech such as bombs and bear trap style traps are counted as “tech” for almost every game honestly. While technically it is, its very simple tech, in comparison to what a “Tech based class” would. Because even if the Tinker class didn’t use Titan tech, the mech suits and such are definitely much higher than the bear traps.
Those are actually some epic ideas! because at least in some expansions professions had certain BoP crafted gear from like blacksmiths and such, which made plate wearing blacksmiths a bit more powerful, so it would be really cool to see Engineers be able to make special gear for a Tinker class.
And the talk about Goblin vs Gnomish engineering and how it would effect what could be made for a Tinker, would be amazing! just imagine Goblin being more offensive focused while Gnomish is more defensive. Or Goblin being more generally combat focused, but then Gnomish having defensive edge still, and also some utility tools, like slows, speeds, knockbacks, cleanses and or heals.
Tinker steps on Engineering’s toes a bit too much. Plus, I am extremely wary of stationary ‘pets’ in any kind of mechanic-heavy encounter. Are they untargetable? Are they debuffable? Hell, PvP would slow to an absolute crawl if you could just do a Heimerdinger-esque turret push slow and steady.
Let’s just bring Engineering up to spec with good mogs and some good items, we don’t need a whole class for it.
And that’s not even considering the fact that many Engineering gadgets become obsolete in different zones, or become useless. I learned that the hard way with my Gravity Well in Shadowlands.
I’d argue that expansions step on Engineering’s toes, more than Tinker.
I’d say it probably would be like a cross between hunter pets and Shaman totems. they probably could be targetable, but have health like a hunter pet (but befitting its “size”) but maybe immune to debuffs, or maybe just DoTs.
And to answer your wariness for stationary pets in mechanic heavy encounters, you could probably “pick-up” your turrent, similar to how TF2’s engineer does it, or like the Kyrian shaman totem works.
Yes but a Tinker would basically be an Engineer by default. They should logically have every single item available to that profession baked into the class. A Death Knight is not by their very nature an Enchanter, nor is a Rogue an alchemist. A Tinker, however, is merely an Engineer under a different label. Literally, it’s only the terminology that’s different.
Wait, so they burn themselves down over time? Then they’re either unviable for extended DPS or they’re still going to be overpowered depending on if you can deploy another one before the first one goes down.
Again, Heimerdinger displays why a turret-based class is such a bad idea in PvP. It’s one of those ‘all or nothing’ kinds of classes, where they’re either overpowered to the point of ludicrousness, or they’re a complete joke to walk over their turrets and kill.
Would this be based on HP remaining? Or could a turret at .1% HP be ‘refunded’ for as much as a 99% turret? Would it be enough to cast another turret, or is resource management actually going to need to be considered?
It’s less expectations and more mechanical reality. The entire Engineering tree would be in the Tinkerer’s back pocket. Which would mean that they’re the one class in the game with three professions instead of two.
Yeah some of our tools this expansion with engineering. what i hate the most is the shadow mine cant launch an opponent off the edge, because i’ve seen characters launch off from my mines in "" direction up and off the cliff and then come right back down in the same vector. But at least with the Gravity gun thing, it can really shake people up, because its quick and wild.
Imagine all the amazing things that Engineer could do for Tinker. New cosmetics for your Mech! Want your Goblin Shredder to have a shark mouth paint job, call an Engineer! Want that cool looking Gatling gun upgrade for your Mech’s left arm? Better level up Engineering and be lucky enough to loot the schematic! Cause that big gun is a BoP! What about all those great looking Engineer crafted firearms?!
Let me pitch it to you in a different way. A Tinker is functionally a “hero” engineer.
So a Tinker would get all the practical combat abilities. Missiles, turrets. Mechs. ETC
Where engineering would be focused on utility items. Portalable transmog, item enhancements, Jeeves, scopes, mailbox. Etc.
2 routes you could take here. You could go the Totemic recall route, where the refund is proportional to the time it’s been alive.
Or you could go the Heroes of the Storm route, where scrapping a turret at any health gives you a few seconds of cooldown reduction. Functionally making the entire dps spec about resetting cooldowns
And as for PvP Balance. There’s been plenty of base-sitting characters before. And PvP balance has always been a mess. A simple fix could be to have turrets deactivate if they aren’t within 30 yards of the tinker. For PvP only of course
Yes but a Tinker would basically be an Engineer by default. They should logically have every single item available to that profession baked into the class. A Death Knight is not by their very nature an Enchanter, nor is a Rogue an alchemist. A Tinker, however, is merely an Engineer under a different label. Literally, it’s only the terminology that’s different.
This is semantics. Enchanter is synonymous with Magician or Mage, so using this argument Enchanting should be obliterated because Mages should be able to do everything an Enchanter does.
However in reality, WoW Enchanters do stuff far different than Mages, just like WoW Engineers would do stuff far different than Tinkers.
Wait, so they burn themselves down over time? Then they’re either unviable for extended DPS or they’re still going to be overpowered depending on if you can deploy another one before the first one goes down.
Shaman Searing totems never had issues with being OP. Warlock Imps have no issue with being OP either, and they’re invulnerable and you can summon up to 8 of them.
It’s less expectations and more mechanical reality. The entire Engineering tree would be in the Tinkerer’s back pocket. Which would mean that they’re the one class in the game with three professions instead of two.
Again, this is a silly semantic argument. The Tinker concept has had unique abilities attached to it for almost 20 years. None of it has anything to do with the engineering profession, or professions in general.
Ironically…WoW choked the life out of it when it was born. Much of Wildstar was actually founded by Ex-Blizzard talent - so its no suprise Blizzard went hog-wild on Legion to absolutely obliterate WS sadly.