Well, considering there seems to be quite a few more people within this thread agreeing with my point of view than yours, it's not only in my mind. The fact that you don't like the idea is fine. Just don't say that something isn't viable simply because you don't like it.
Well yes, it potentially would deplete the addition of new classes, or they could always just add a new class. It wouldn't mean that any new class would have to be added as a class skin. Merely that it would be am option. One that would allow them to more easily allow for character concepts to be playable without affecting the very tenuous balance of the game. They could very easily use whichever system, brand new class or class skin, as they feel like.Sounds great on paper. Not so much in reality. First of all, they would deplete all of their potential future classes with that kind of a feature. Second of all, they would only be a pale version of the true class. If you want class skins, apply it to "subclasses" just like allied races were (mostly) applied to "subraces. Meaning, you'd get your Sunwalker, Blood Mage and Tidesage. That would be great because class skins are meant to be a cosmetic feature, and these guys only really differ in aesthetic from their "parent class".
Necromancer? Let's make it a class skin.
Bard? That's a new class.
Tinker? Class skin.
Dragonsworn? New class.
The sky is the limit.
None, obviously, because they're stealthed.How many Tinker have you seen (perma) stealthing?
But seriously, how many Death Knights did you see death gripping enemies before it was added to the game? How many Monks did you see rolling around? The reality is that it doesn't matter. Abilities are just thematical representations of a concept. The idea of using technology to stealth is already in the game and it's a staple of the genre. There's no reason that it doesn't work, and people would absolutely not be going "WHAT? Technology based stealth? Ludicrous!"
Again, why on earth not? Why wouldn't there be Tinkers that like to go pew pew pew from far away, while others like to shred their enemies from up close, along with those that are happy to shield their allies from harm? It's all just technology and how they use it. It's no more an "unnecessary division" than any other set of specs in the game.Because there's really no need to separate the two. If the Tank would already employ heavy melee combat, you can't expect a melee dps spec to be fast and agile like a rogue or a feral druid, while another ranged spec would shoot missiles and stuff. It's just unnecessary division, which shows how little thought was given to the concept.
You say lack of thought, I say lack of imagination.
And why do abilities have to match 1 for 1? They have a series of tech based abilities, and this concept gives Tinkers a series of tech based abilities. Running around in a mech? Yup. Firing guns and lasers? Yup. Smacking enemies upside the head? Yup. If you put the High Tinker next to a player using this class skin concept it would look perfectly in place. They would be filling the same archetype, have very similar visuals, and do incredibly similar things.Representative NPCs. One's the iconic Goblin Tinker, the other the most known Gnome Tinker. While we wouldn't be exactly doing what they do, you can bet your ass it'd be based on these and not on your weird fantasies.
Again, this proves my point. We're talking all about aesthetic here. You want a Goblin themed Tinker? You have it, You want a Gnomish themed Tinker? You have it. It's all just window dressing. You want your Tinker to be tanky? Sure. Be zappy? Yup. Tear apart an enemy with a claw pack? Go nuts. Use alchemy to heal? Absolutely. It allows for people to find whatever aspect of the Tinker archetype they love and actually play it. It affords them the actual visual representation of Goblin or Gnomish culture and ingenuity, and play that concept. Easily and without Blizzard being concerned about balance, requiring far less effort to create and manage.A class based on a race's aesthetics and culture.