Sometimes, the light of the moon is a key to other spaces. I've found a place where, for a night or two, the streets curve in unfamiliar ways. If I walk here, I might find insight, or I might be touched by madness.

None of that is lore-based though except the Gnome Hunters and the mechanical pets. Everything else is just vanity items. As long as it isn't in lore, it can be ignored.
Again, you would view it as something unique to the Gnomish race, and potentially a reason why you despise that race. You start seeing Elves doing it, and your immersion is broken, because now we have Elves building and flying around in Gundam mechs.Seeing a giant mech running around summoning robot sentries & shooting lasers all over the place would ruin your idea of the “medieval element” regardless if it’s a Gnome or Elf doing it.
I just realised something... most of the assets that were revamped for Hallow's End never made it to live servers. And by assets I mean these: https://www.wowhead.com/fr/news/new-...34976#comments
Is it because they're attached to 10.2? Does it mean we'll at least see updated assets for the Pilgrim's Bounty?
I think we could get a technology class at some point, it just won't overlap at all with engineering or steal things from engineering like tinkers (the "enchants" engineering makes). The concept would get a lot more mileage if people stopped insisting on naming it something it will never be called. Naming it something like "Mechanic" or "Pilot" works a lot better.
First of all, it needs to be a race-agnostic class and not themed specifically around gnomes or goblins (full disclosure, I play a gnome). Mech suits do work for the hypothetical class, simply because it's not something engineering really does. Sure, we had one total mech suit experiment in Legion that went no where, so it's probably okay for that to go to a new class. They need to be steampunk mech suits though, not Gundams. Grenades are not going to happen (engineering, survival hunters). Neither are robotic pets of any kind (hunters). Claw packs are just silly and not cool or exciting imo. Turrets have been used by engineering once or twice, so it could go either way on those. They aren't really a perennial addition to engineering, but it's also not a one-off.
You could also bypass all this tiptoeing around engineering to make a tech class by simply making them a magitech class. Magic-based technology is more in line with what a class does than a profession anyways, and you aren't shackled to a steampunk thematic anymore either. We have plenty of examples too, from Karazhan, to Quel'thalas, to Blackrock Depths, to pretty much every version of Eredar. So my money is on an artificer class that uses a draenei-style Vigilant mech, crystal turrets attuned to different cosmic forces, and magical golems and constructs. They could even take their rivalry with Final Fantasy one step further and "borrow" their magitek armor.
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Kakapo exist in-game so I'm going to need a Kakapo race in 11.0, anything else will gravely disappoint me and I will leave these forums forever (but I'll actually be back in a day).
I mean there are plenty of engineering quests, like in Legion for example. So it’s clearly part of lore somewhere.
Which still is a nonissue if that’s already a thing in the setting / gameplay.Again, you would view it as something unique to the Gnomish race, and potentially a reason why you despise that race. You start seeing Elves doing it, and your immersion is broken, because now we have Elves building and flying around in Gundam mechs.

The problem comes from pretending the two are incompatible. Magic powered technology and technology powered magic are everywhere in WoW. Another reason it isn't remotely "medieval fantasy".
Should be noted that a matter/antimatter reaction is indeed not mechanical, though. That doesn't have anything to do with fantasy, magic or technology however.

If anything, the most likely new feature in the next expansion is a new class.
- They need new features for selling expansions.
- It's easier to sell a new class than additional specs for existing classes.
- The worker resources previously spent on borrowed powers and additional systems is now used on actual class design (as seen in current expansion)
- They just added a spec with a new role, forcing them to add more specs with that role soon to make easier for them class balance and design.
Seems that we are talking about Tinkers.
I would love to have them. I do not think that they are coming in 11.0 though, I am putting my money on 3-4-5 new specs for existing classes.
Maaaaaybe we might get them if they are available as a "second" class to every character, but they should fit in the expansion theme, and I just do not see Tinkers working in any of the most possible expansions for 11.0.
Do not take life too seriously. You will never get out of it alive.
But it's not. Professions are optional content not attached to lore and don't directly effect your character. You can through WoW from level 1 to 70 and never do any professions, or have anything to do with professions.
The setting states plainly that Gnomes and Goblins are steeped in technology, not Elves.Which still is a nonissue if that’s already a thing in the setting / gameplay.

Thanks, I was able to find the original post. I just want to add them to the sheet, that's all.
Looks like that particular leak was posted twice within just a few hours of each other after the first post didn't get enough attention.
- First post by @northrend110
- Second post by @Juanen11 ~14 hours later