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  • This class idea is definitely different than Engineering and Hunters!

    137 68.84%
  • This class idea is too similar to Engineering and/or Hunters!

    62 31.16%
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  1. #21
    A couple of fun ideas for the class that would never happen, but add to their diversity a bit:

    First of all, the new class should use a new resource, which is pressure. Certain abilities should drain pressure, while others should pressurize the suit (like rage, i guess, but without the decay.) Tanks could even divert damage into "Steam Leaks," causing no lessened damage to the player, but causing a leak in the mech suit which makes generating resources more difficult for a short amount of time. DPS could have a lootship like mechanic where they get over-pressurized at 100% steam buildup (which gives DPS a ramp up time, and a potential mastery) causing less DPS until pressure is reduced under 50%. Healers, of course would have a passive talent (Reserve Tank?) which would allow them to heal without worry of the resource mechanic.

    New armor class: Mech Armor
    Every tinker is provided three suits of mech armor when they graduate tinker academy (starting zone). Each mech suit can absorb a different set of gear. Mech pieces function as heirlooms in that their armor scales with level, at approximately 80% the armor value of plate. Mech armor inherently has no stats.

    Spell: Mech Armor I, II, and III
    Scans a piece of armor into the currently equipped mech-suit, causing the suit to absorb the properties and appearance of that armor. This process has a small (0.01%) chance to find a pattern and produce a superior result from the original, or to cause a faulty scan, creating a slightly depreciated copy of the armor. The armor is consumed in the process. 1 hour cooldown. Not usable in combat.

    (This allows the tinker to "equip" any gear that drops. I think the tank spec should be switched to strength.)

    Backpacks (runeforging-style enchants, for cloaks.)
    The tinker's vast arsenal of research, medical, and offensive supplies requires he keep a pack handy at all times. Different packs can be chosen for different situations, and each pack has a unique visual style.
    -Medkit: Chance on successful spellcast to increase your spirit by 10%, and to also increase your target's primary stat by 5% for 15 seconds. This effect can only occur once every 30 seconds.
    -Extended Mag: Allows the tinker to withstand 30 more PSI within the mech suit, and reduces the amount of DPS lost whilst overpressurized.
    -Iron Warbag: Contains the technology used to fabricate Jeeves, allowing passive healing over time to the tinker's robotic arms.

  2. #22
    Elemental Lord Teriz's Avatar
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    Quote Originally Posted by Clampz View Post
    A couple of fun ideas for the class that would never happen, but add to their diversity a bit:

    First of all, the new class should use a new resource, which is pressure. Certain abilities should drain pressure, while others should pressurize the suit (like rage, i guess, but without the decay.) Tanks could even divert damage into "Steam Leaks," causing no lessened damage to the player, but causing a leak in the mech suit which makes generating resources more difficult for a short amount of time. DPS could have a lootship like mechanic where they get over-pressurized at 100% steam buildup (which gives DPS a ramp up time, and a potential mastery) causing less DPS until pressure is reduced under 50%. Healers, of course would have a passive talent (Reserve Tank?) which would allow them to heal without worry of the resource mechanic.

    New armor class: Mech Armor
    Every tinker is provided three suits of mech armor when they graduate tinker academy (starting zone). Each mech suit can absorb a different set of gear. Mech pieces function as heirlooms in that their armor scales with level, at approximately 80% the armor value of plate. Mech armor inherently has no stats.

    Spell: Mech Armor I, II, and III
    Scans a piece of armor into the currently equipped mech-suit, causing the suit to absorb the properties and appearance of that armor. This process has a small (0.01%) chance to find a pattern and produce a superior result from the original, or to cause a faulty scan, creating a slightly depreciated copy of the armor. The armor is consumed in the process. 1 hour cooldown. Not usable in combat.

    (This allows the tinker to "equip" any gear that drops. I think the tank spec should be switched to strength.)

    Backpacks (runeforging-style enchants, for cloaks.)
    The tinker's vast arsenal of research, medical, and offensive supplies requires he keep a pack handy at all times. Different packs can be chosen for different situations, and each pack has a unique visual style.
    -Medkit: Chance on successful spellcast to increase your spirit by 10%, and to also increase your target's primary stat by 5% for 15 seconds. This effect can only occur once every 30 seconds.
    -Extended Mag: Allows the tinker to withstand 30 more PSI within the mech suit, and reduces the amount of DPS lost whilst overpressurized.
    -Iron Warbag: Contains the technology used to fabricate Jeeves, allowing passive healing over time to the tinker's robotic arms.
    Good ideas. Your concepts would work better with my older Tinker idea where the class was entirely mech-based.

    http://www.mmo-champion.com/threads/...ss-idea-Tinker

  3. #23
    Quote Originally Posted by Teriz View Post
    -Transmute to Gold: (CD) The Chemist instantly changes the target into gold. Only usable on non-player targets who have 10% or less health. When you turn a target into gold, you instantly gain a percentage of money based on the target's level. However, you are unable to loot the target after you transmute them.
    Hah! Great, this would obviously need a few more restrictions than just non-players though - can you imagine transmuting a raid boss and not letting anyone get loot? Heh, the rage...

  4. #24
    Weird you link to a thread with title hero class idea Tinker and then you say it isn't a hero class. Bit inconsistent there.

    Reasons I don't like this class idea:

    1. I don't like it. Not worth much, I realize.
    2. Don't see how it fits in a future expansion. DK -> WotLK fits. Monk -> MoP fits. Argument's strength depends on theme of new expansion, but general consensus is next or next one after is about Burning Legion.
    3. Niche in nerd circles. Its generally unattractive to females.
    4. Overlaps with engineering. Class overlaps are fine, but profession ones aren't.
    5. Doesn't fit in fantasy, nor the current art-style. Dishonored and TL2 have a quite different art-style than WoW. Theme fits more in sci-fi and Lovecraftian fantasy.
    For more inspiration on the theme/class you can try powertech in SWTOR or TSW.

    I don't fit it fits Worgen either. I mean. WTF? It only fits gnome, goblin, and human/orc. Not with that hoompa list of yours. But yeah, I understand, you get all excited etc...

    I do like you want it to be a Mail class (since as I've discussed in the various other topics of yours which boil down to the same subject I addressed WoW needs more competition on the Mail armour).

    Mail argument said unfortunately you don't seem to want to even try to touch the monopoly the hunter has on (x)bow/gun.

    We don't need another tank class, or more tanks. We have too many tanks for LFR (main multiplayer content) as it is. More hybrids skew the need for lures. Instead, LFR could use more healers.

    Mechanic-wise we got 3 energy users now. In Vanilla we had 1 viable, with the other one not viable. We now have 3, while the focus system of the hunter and the DK rune system are unique.

    Finally, OP is completely delusional and unaware of the fact Blizzard will skew if not literally (pardon le mots) rape the lore to implement a new class.

    Quote Originally Posted by Teriz View Post
    -Transmute to Gold: (CD) The Chemist instantly changes the target into gold. Only usable on non-player targets who have 10% or less health. When you turn a target into gold, you instantly gain a percentage of money based on the target's level. However, you are unable to loot the target after you transmute them.
    I lolled so hard. Which game did you copy this concept from? Let me guess ARPG. TL2?
    "When i am done with you, you won't trust your own mind."

  5. #25
    It would be cool to operate a shredder as a tinker. Maybe it could be a form or spec or something.
    It would utilize saw blades for melee and ranged. Some flamethrowers and rockets as well perhaps? Also lasers and other cool stuff, you name it!

    Only reason why I dont like the whole tinker idea is because this does indeed overlap with engineering and alchemy imo. It just feels wrong not to pick alch and eng while playing a tinker like this. In my opinion some professions are too related to a class. In fact I am tempted to re level some professions to some of my alts just for the immersion, rp and lore reasons. Eg. enchanting for mage, skinning for hunters, inscription for monks.
    Last edited by Nightvision; 2013-02-03 at 09:28 PM.

  6. #26
    Would play!

  7. #27
    Stood in the Fire Milzorn's Avatar
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    <3 this idea. Best one ever.

  8. #28
    Elemental Lord Teriz's Avatar
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    Quote Originally Posted by lolalola View Post
    Weird you link to a thread with title hero class idea Tinker and then you say it isn't a hero class. Bit inconsistent there.
    If you actually read the previous thread, I stated that it shouldn't be a Hero class in that thread as well. I made a typo.

    Reasons I don't like this class idea:
    [*]Don't see how it fits in a future expansion. DK -> WotLK fits. Monk -> MoP fits. Argument's strength depends on theme of new expansion, but general consensus is next or next one after is about Burning Legion.
    No one knows what the next expansion, or the expansion after that entails.

    [*]Niche in nerd circles. Its generally unattractive to females.
    That's not only sexist but inaccurate. There's quite a few female fans of steam punk.

    [*]Overlaps with engineering. Class overlaps are fine, but profession ones aren't.
    Your opinion. As you can see from the poll, most readers of this thread disagree, and I'm willing to bet they actually read the OP.

    [*]Doesn't fit in fantasy, nor the current art-style. Dishonored and TL2 have a quite different art-style than WoW. Theme fits more in sci-fi and Lovecraftian fantasy.[/list]
    Again read the OP. The game has airships, mechs, steamships, and teleportation devices. Did you even play MoP? Before you even get to Pandaria you're riding on a giant flying aircraft carrier and flying around in a gyrocoptor.

    I don't fit it fits Worgen either. I mean. WTF? It only fits gnome, goblin, and human/orc. Not with that hoompa list of yours. But yeah, I understand, you get all excited etc...
    Dwarves are also pretty advanced in terms of technology. They helped the Gnomes construct most of their technological greatness. The Draenei flew in on a spaceship. The Blood Elves constructed the Mana Bomb, a device that combines magic and technology. The Undead used all types of mechanical devices when they invaded Gilneas. Worgens are cursed humans.

    Mail argument said unfortunately you don't seem to want to even try to touch the monopoly the hunter has on (x)bow/gun.
    I'm pretty sure that I stated that Tinkers can use guns AND crossbows.

    I lolled so hard. Which game did you copy this concept from? Let me guess ARPG. TL2?
    Actually I got it from Warcraft 3: The Frozen Throne.

  9. #29
    Pandaren Monk Solzan Nemesis's Avatar
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    The next class I want right here . This will be my 3rd goblin.

  10. #30
    Elemental Lord Teriz's Avatar
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    Quote Originally Posted by Solzan Nemesis View Post
    The next class I want right here . This will be my 3rd goblin.
    You know, if they implemented this class, it would be my first Goblin I ever rolled. I just don't feel that any current WoW class fits that race. They just seem so advanced compared to the rest of Azeroth. Frankly, their starting zone was really jarring to me because it was so modern.

  11. #31
    Stood in the Fire Sonridor's Avatar
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    Love the idea! At first I thought it wouldn't be fitting and I could only imagine a gnome or a goblin using robo-arms and all of that, but the other 2 specs convinced me. It's a more plausible idea than a Ranger (even that your concept is way far from a hunter) to fit the 3rd Mail-wearer and 2nd physical-ranged class.

    The Necromancer idea, for example, is pretty plausible, but it wouldn't be fitting in a expansion after WotLK, unless we come back to something similar. Now, on the other hand, Tinkers could come out of nowhere, and they should have com in Cata with the goblins imo. haha

    Nice thread dude, love it! Keep up the amazing job.

  12. #32
    Elemental Lord Teriz's Avatar
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    Quote Originally Posted by Sonridor View Post
    Love the idea! At first I thought it wouldn't be fitting and I could only imagine a gnome or a goblin using robo-arms and all of that, but the other 2 specs convinced me. It's a more plausible idea than a Ranger (even that your concept is way far from a hunter) to fit the 3rd Mail-wearer and 2nd physical-ranged class.

    The Necromancer idea, for example, is pretty plausible, but it wouldn't be fitting in a expansion after WotLK, unless we come back to something similar. Now, on the other hand, Tinkers could come out of nowhere, and they should have com in Cata with the goblins imo. haha

    Nice thread dude, love it! Keep up the amazing job.
    Thanks! I'm probably going to revamp this thread when I get a chance. I don't think it measures up to my more recent work, and Tinkers are my favorite class concept. So I will be updating this very soon.

  13. #33
    Absolutely love it

  14. #34
    Been hoping for a tinker since WC3 and your ideas encapsulate perfectly what it should be. When you look at the other WC3 hero unit options, nothing really fills a niche like a Tinker does so I could really see this happening for the next expansion.
    Quote Originally Posted by Extremity View Post
    I like turtles. I would like turtle-based tier sets. I would like a turtle shell helmet, and perhaps a cheeseburger backpack and a chestpiece that simply places a red gemstone on my bellybutton.

  15. #35
    Elemental Lord Teriz's Avatar
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    Quote Originally Posted by Gnimmels View Post
    Absolutely love it
    Quote Originally Posted by ro9ue View Post
    Been hoping for a tinker since WC3 and your ideas encapsulate perfectly what it should be. When you look at the other WC3 hero unit options, nothing really fills a niche like a Tinker does so I could really see this happening for the next expansion.
    Thanks! I wanted to redo this, because it doesn't reflect how I would do the class now. However, I'm happy that people still enjoy the concept.

  16. #36
    Good job. I've almost the same idea!

  17. #37
    I was just writing a Tinker suggestion! :P I guess you finished first. so I'll just post my gameplay idea for Clockwork Tinkers and Chemists here.


    1) Clockwork (Invention)

    Clockwork Suit Appearace :

    Clockwork Tinkers use two mechanical arms which are attached to a mechanical device carried on the back of the CW Tinker. They use a control pad to move and use their mechanical hands. Tinkers need to switch to this suit in order to use the abilities of CW tinkers.

    Clockwork Tinkers use various of clockwork creations to deal damage and keep themselves alive, they are 90% dependant on their creations and 10% dependant on their wits when in battlefield. They are Tinker’s summoner dps class, if I want to describe this class I can say that they have somewhat a mix of shaman’s totem system & Hunter’s pet system albeit some unique stuff too. They have no direct damage dealing abilities by themselves and instead have to rely on their drones and turrets to take care of their enemies for them.

    Gameplay and Mechanics :

    Clockwork summons 3 different class of minions called creations, each creation class has different roles. CW use a sub-energy system called –control- which is shown by 6 small bars aligned next to each other under the Tinker’s main energy bar. Each of his creations take certain amounts of bars once summoned. Tinkers can no longer summon creations when all 6 bars are taken by his already summoned inventions, Tinker can empty it’s bars by un-summoning a creation and replace it with something else.

    The more control bars filled at a time, the less energy Tinker will regenerate to use their abilities. This penalty itself will unlock some interesting tactics for CW Tinkers, they can use all their creations when their energy is full then disassemble a turret or two when they are low on energy, then activate [Mass Production] while their energy is full and rebuild the disassembled creations fast in order to deal maximum amount of damage possible.

    CW Tinkers do not DIRECTLY cast spells but prefer that their creations do it for them. They’ll just give the order. (much like pet abilities, you press the button and your pet uses the ability). Each creation unlocks certain set of abilities. But unlike pet abilities these ability buttons will be on your main button bar.

    Summoning any of these creations takes time : Drones take 3 seconds to be created, Turrets take 5 seconds to be created and Stations take 7 seconds to be created. These creation times can be reduced by activating the ability [Mass Production] which makes you build your creations 50% faster for 20 seconds.

    But wouldn’t these creations be time consuming? Yes they will be, and there's a reason for it. It prevents Tinkers from being “too flexible” in PVP situations. But a Tinker can nonetheless quickly deploy turrets by packing up to 2 already assembled turrets and then instantly deploying them in the battlefield later. Packed creations will still use control points because, technically, they are not disassembled.


    Clockwork creations fall into 3 classes.

    Drones : a Tinker’s basic creation, takes 1 control. Only two drones can be active at a time. Drones cannot be targeted by enemies nor can they be damaged in anyway. Drones function as a Tinker’s flying little steward and are mostly capable of functions concerning a single target. Drones follow the tinker wherever he goes and act as a Tinker’s main means to cast abilities, based on their model they can be used to fire at a target, taunt it, stun it or knock the target out …they can also be used for defensive means…like healing the caster himself.

    Turrets : Turrets are stationary creations that are the size of shaman totems but their functions are quite wider than them, they can be targeted and damaged by other players but they have more health than totems which renders them stronger. Turrets take 2 control points, a maximum of 3 turrets can be active at a time. Turrets, unlike Drones, have wider functions like AOE spells and stealth detection.

    Turrets unlock their own set of abilities depending on their type, an AOE turret damages enemies in an area while a radar turret can be used to detect invisible enemies in an area.

    Stations : a bit bigger than a turret, stations take 3 control points and mostly have passive AOE functions like increasing energy regeneration of friendly players around them, but can be consumed to cast a powerful ability, which has a global cooldown and destroys the station afterwards. Only 1 station can be active at a time.

    So depending on your preference you can have different buildups, you can either have your 2 personal Drones follow you around and have 2 turrets as a stationary support. Or have one station, one turret and one drone out… or have 3 turrets out at the same time. It all depends on your preferences and the situation.

    Possible creations :

    Escort Drone : Guardian Drone, allows you to cast defensive abilities.

    Hunter Drone : Attack Drone, allows you to cast basic offensive abilities.

    Assistant Drone : Utility Drone, allows you to cast basic support abilities.

    Radar Turret : Utility Drone, increases your passive detection of invisible units. Also allows you to cast radar scan on an area, which reveals invisible enemies for a short time.

    Shock Turret : Allows you to use Electric Shield on a friendly target or Electrocution on an enemy target.

    Anti-Riot Turret : Allows you to use Heat Suppression, and Heat Wave.

    Scorcher Turret : Allows you to use Fire Storm and Flame Jet.

    Medical Station : Increases friendly players’ health regeneration rate by X% while out of combat. If called out, generates X% of friendly player’s mana/energy/rage etc and X% of their health in 10 seconds.

    Missle Station : deploys a missle station, does not have any benefits by itself. When called out it will fire 1 missle at the nearest enemy around the caster every 5 seconds, stunning them for 4 seconds upon hit, Stunned enemies will not be hit again while stunned. A total of 10 missles will be fired.

    Possible abilities :

    [Order : Attack] : orders your Hunter drone to attack, Hunter drone will continuesly attack the enemy until canceled or ordered to attack another enemy.

    [Order : Crippling Shot] : Orders your Hunter Drone to fire at the enemies’ limbs, dealing X damage instantly and reducing their movement speed by X% for 10 seconds.

    [Order : Stimpack Injection] : Orders your assistant drone to inject the friendly target with stimpacks. Increasing their movement by X% and their attack speed by X%.

    [Order : Detoxification] : Orders your assistant drone to detoxificate a friendly target, dispelling one disease & one poison effect.

    [Order : Adrenaline Injection] : Orders your assistant drone to inject adrenaline to a friendly target, increasing it’s energy regeneration rate by X%.

    [Order: Electric Shield] : casts an electric shield around a friendly target with 10 charges : enemies that strike the target with melee weapons will have a X% chance to be electrocuted for X% damage and disoriented for 3 seconds. Each strike will drain one charge regardless of the abilities’ succession.

    [Order: Electrocute] : Electrocutes the enemy target directly, which disorients him for 7 seconds and deals an instant X damage, in addition he will be inflicted by electrocution debuff. Which has 5 stacks, everytime the afflicted target casts an ability he will have an X% chance of getting damaged for X damage. The debuff charge will be drained with each ability regardless of succession.

    [Order : Heat Suppression] : emits a wave of heat at the target for 15 seconds which deals X fire damage to him every 3 seconds and suppresses him along with other enemies around them. Suppressed enemies have their hit chance reduced by X% and their damage output will be reduced by X%.

    [Order : Fire Jet] : Shoots out a jet of flame at the direction of the target, enemies aligned between the target and the turret will receive X fire damage. A maximum of 5 enemies can be hit.

    [Teleport Creations] : Teleports your creations to your current position. Stations cannot be teleported.

    [Disassemble Creation] : Disassembles the targeted creation.

    [Disassemble All] : Quickly disassembles all creations.

    [Mass production] : All creations will be assembled 50% quicker for 20 seconds.

    [Pack Turret 1] : Packs the targeted turret for later use.

    [Pack Turret 2] : Packs the targeted turret for later use.

    [Unpack Turret 1] : Unpacks the turret instantly near the Tinker.

    [Unpack Turret 2] : Unpacks the turret instantly near the Tinker.

    [Call Out] : calls out your station to deploy it’s super ability. The station will be consumed in the process :

    Medical Station : generates X% of friendly player’s mana/energy/rage etc and X% of their health in 10 seconds.

    Missle Station : fires 1 missle at the nearest enemy around the caster every 5 seconds and for a total of 10 missles, stunning them for 3 seconds upon hit, Stunned enemies will not be hit again while stunned.

    Role : Clockwork Tinkers are the basic PVP role as most of their abilities are centered around dealing damage and surviving in the battlefield by keeping the enemy at bay and out of their reach. They are designed to be very powerful when around their turrets and kiting the enemy, letting their mechanical servants do their dirty job for them.

    *note: Missle Stations are very useful for WSG PVP as they can be used to stun enemies pursuing the FC (be it the Tinker or someone the Tinker is escorting).

  18. #38
    I like your idea. All of you classes so far have been great.

  19. #39
    Elemental Lord Teriz's Avatar
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    Quote Originally Posted by banestalker View Post
    /snip
    This is a really nice concept Bane. You should make your own thread.

    Make sure to use pictures and icons.

  20. #40
    Quote Originally Posted by Teriz View Post
    This is a really nice concept Bane. You should make your own thread.

    Make sure to use pictures and icons.
    It would get locked anyway because of double topics, I'll post it in the next weeks. My idea was to have 4 specs (Clockwork (PVP), Steam Warfare (Melee DPS), Chemist (Healer), Golem Mastery (Tank) with rifleman/demolitionist the default form ofTinker.)

    and seeing that you didn't go into details for Chemist I can post a suggestion for it's gameplay.(energy system)

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