What happened to Teriz?
You dont need new classes if you actually rework the entire specs every 2-3 expansions or so and change the spec a bit every expansion.
Looks like he was banned, seemingly for being constantly flamed by 3 known poster. What a great system.
The obsessed tinker guy? Banned. Not sure why, but that's none of my business.
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What on earth are you talking about? Don't pretend to know things just because it fits your narrative.
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I personally enjoy the total reworks. I don't care if it upsets 0.05% of the players who claim to be emotionally attached to an Avatar in a game - we really shouldn't be making decisions based on unstable people.
I enjoy learning the new specs - SV, demo, new classes - I really enjoy it. Sure, sometimes it doesn't work out, but imo, change is good.
No new classes whit so many dead specs and even some classes,they shoud focus on fixing that rater then adding more
Shadow Priest comes to my mind. Some may love the Insanity Mechanic, but overall it seems to be more disliked and it is just a broken spec. You can see this at the start of every expansion, when Shadow Priest starts off with no to little borrowed power and is just utterly broken and at the bottom. And then it goes back and forth between op and being nerfed over and over again. It is an inheritly broken spec and I would argue that the concept of a dot class with a high ramp up time is inheritly flawed.
Ultimately I think we have two things at play here though:
1) The mechanic of the Tinker and the Mech: Is it a Form, Is it a Vehicle, or is it something new that Blizzard would have to design and implement that straddes the line between the two? If it's a Form, then the Pilot is never really outside of the mech, the pilot is just shifting between the two like a Druid would. This would be the easiest thing to implement by far. If it's a vehicle, it creates some issues, especially if it's a "permanent" thing. The most basic thing is that you could have an army of the things littered around Stormwind, for example, causing massive clutter. If it's a cooldown or something that requires resources to "build", it could be mitigated to a degree. If this is a brand new mechanic that Blizzard needs to make, I think that's just plain unlikely.
2) How to handle the idea of a "pilot ejecting from the mech as an emergency thing" is tricky as I feel the criteria at play are mutually exclusive. It's a mechanic that works best if the form is not permanent, but one of the criteria for it (well, per Teriz) is that it be a permanent form. Trying to brainstorm ways to balance this is interesting, but could be futile as I'm not sure it would be worth the effort (by Blizzard I mean).
Link me one of these "abusive" posts? The point is, there is a report function, there are moderators. If you are unhappy with your ban, simply challenge it by contacting a mod. If you are unhappy with a post, report it, if you are that way inclined. Discussing moderation itself is ironically against the rules, so i dont know what you want to gain from all this.
The person in question has been aggressively and desperately seeking approval of "his" fan class idea. The funny thing is, he copy / pasted over 70% of it from someone else's post, but thats another story. The support has not come, and the reason some people are frustrated is that the moment he sees ANY discussion about ANY class idea, he jumps in and tries to make it all about the tinker, "his" tinker.
As others have commented, this thread is now quite productive and people are able to openly discuss the topic at hand without one person trying to be the loudest voice and shouting down every single critique of "his" idea.
Now, on topic, the reason myself and a few others like the idea of ejecting from your mech and a dva style big badda boom is flavour, and its not a mechanic we have seen before on a class, at least not for a while. But, the major difference for me is i suggested it be used for the DPS spec - because that is FAR easier to balance. After the explosion, there is a short CD - 20 seconds or something, where you run around in "caster" form - and after that, you re summon your mech - it could even be automatic. During those 20 seconds you are next to useless, so its a balance - risk/reward.
Last edited by arkanon; 2020-05-22 at 10:14 PM.
Hmmm... that gives me an idea for a different form of "combo builder": basically, the Battle-Mage starts the fight by applying a mark. The mark by itself does nothing, but all your other offensive abilities have a chance of adding one more stack of the mark, and then you have two "finisher" abilities (one for ST, one for AE) that consumes all the stacks, but not the mark itself, and the "finishers" would do additional effects depending on the number of stacks the target had.
Kinda-sorta similar to how Rogue combo points work, but it's an actual debuff (and thus dispelable) plus the stacks do more than just "extra damage/duration", giving the finishers new effects.
YES! exactly what i had in mind. With the added effect of the marks "detonating" each other when both applied at the same target, mostly so that the debuffs dont become too op.
Talents and specific abilities used to apply the marks could change the effect of the finisher as a way of fleshing out the spec.
Plus it instantly creates 2 play styles.
1. Apply the greatest amount of marks on the target to de-buff them continuously and "detonate" them for huge damage
2.Switch between marks more frequently for less debuffs but more consistent damage
Last edited by AthranThom; 2020-05-22 at 10:46 PM.
It’s the culmination of many follow up argumentative posts that created an environment of abuse.
Yeah... except his class idea is full of "reused concepts" already in the game, and I explained that through an example, already.
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I think the best way to go would be to make them exclusive to one-another. You can only use one or the other, and put differences on them. Like making one more utilitarian, the other more straight-damage, etc.