As a theme… the issue is working that into a kit. I pointed out that druid shapeshifting doesn’t really work so making version 2.0 of that with mechs seems a mistake.
Not to mention how absurdly unpopular mechagnomes were I don’t know of there is a audience for it.
The kit already largely exists. Xplodium Charge, Cluster Rocket, Rock-it turret, Deth Lazor, Robo Goblin, and Gravity Bomb already exists in WoW. We also have multiple abilities in WoW associated with Mekkatorque and Gazlowe inside mechs like Skyfall, Turbo Charged, and Eject.
It’s rather easy to separate an animal form from a mech pilot. For example, the Tinker summoning robot that can repair their mech, or the Tinker being able to self destruct their mech.
Most of those abilities can’t be given to players. Area denial and out of los dmg is absolutely powerful in pvp and would need to be entirely reworked and nerfed to being useless.
Or simply banned from PvP or have reduced effectiveness in PvP. Multiple abilities in WoW history have been banned/reduced effectiveness from PvP play for a variety of reasons. If there’s any such problems, the same can be applied here.
We don’t have that, because Druid forms are beast and DH forms are demonic. Tinker’s mech would be mechanical, and with that designation comes a variety of unique mechanics and abilities.
How would they be weaker Hunters? They don’t have pets, and it’s unlikely that they would use ranged weapons.
Also your argumentation is simply bouncing from one extreme to the next. First you said it would break the game in PvP. Now you’re saying that applying the same standard that applies to all other classes makes them weaker than an existing class. I believe a better way to go would be to simply say you don’t like the idea instead of bringing up these illogical arguments.
I would like Tinker/Artificer/Machinist/whaver and also Spellblade/Spellbreaker.
Either one would be nice. Game has no tech based class and only has 1 arcane magic based class so both options would fill in character concepts we don’t have.
Everyone has a different idea for tinkerers. Mine is “mechanical minions that do small heals/shields/dps” etc(turrets) or something along the lines. I do not see tinkerers in wow just being mech riders, thats too generic.
If we’re putting out bad class ideas I would rather have a traditional wizard. You get one spell at 1st level and then have to stare at a book for 30 minutes before you can cast it again.
How could it be considered generic when no class does it?
Also we know how they’re going to do Tinkers. Death Knights resembles the DK hero from WC3, Monks resemble the Brewmaster hero from WC3, and the DH class resembles the Demon Hunter from WC3. They even got abilities from those hero units.
The Tinker class is going to resemble the Tinker hero from WC3 as well. Including the robot pack that transforms into a rideable combat mech.
I just don’t see them working out, a robot suit is a fancy mechanical druid form really. Also it means another tank and we don’t need another tank. We need a phys RDPS and more casters.
Except a Beast form (Druid) is nothing like a Mechanical form (Mech). You’re talking about different mechanics, different abilities, and different thematics. It’s not remotely the same thing. The only similarity would be a player having a form change, which is prevalent in multiple classes, and despite it being prevalent in multiple classes, the Tinker variation would still be different.
Also if you look at the tank shortage thread, it would appear that players desire another tank class. Also the Tinker class would likely have a RDPS spec, since the Tinker hero was RDPS in WC3 and HotS.