Originally Posted by
Scrysis
First off, I'm familiar with the Undermine Journal, which is a Wow auction database website, but I wasn't familiar with what Undermine itself was. I actually had to go look it up. I love how you spout a one-word non-sequitur to an issue that I mentioned (and was ignored!). There are no expansions currently that have extensive themes that would lend themselves to introducing tinkers, which is what I mentioned, that would be explored by the playerbase at large. Undermine is apparently some sort of goblin location, which, unless we're talking about an alternate universe, wasn't made into an expansion theme. Don't know how that would work for you, since, once again, not a theme of an expansion. If the next expac is all about rampaging robots, I could see Tinker coming to the forefront.
Second, thanks for 100% proving my point. You guys are literally beating the concept to death. . .non-stop. We have at least 2.5 years before the next expansion. Can't you guys wait like a year and a half before you start spouting more threads?
Third, I'll address your comments because it's satisfying on a certain level:
1) Engineering has trinkets and items that have on-use effects that mimic class abilities, which is VERY, VERY different than other professions which all give passive bonuses, such as tailoring creating a chestpiece with stats on the gear, or flasks which are available to everyone. You have things like bombs which deal damage, can stun, totems that rez people, items which can be used to rez people, items which do regular CC, etc. Classes use abilities. Thus, we're talking about ABILITY balancing, which is something shared between classes and engineering since they are both pro-active things that the player uses, and not passive bonuses.
2) I've seen all kinds of suggestions from proponents of the Tinker class, but there are a few trends. From what I've read, there are largely two camps of thought -- fans who want mech suits, and fans who want turrets and things. Now, I know that the designers at Blizzard could probably be really creative and do something innovative, but so far, the fans have rehashed a lot of stuff that looks a lot like what we already have.
3) You're kind of well. . . wrong. I've read at least one mention of a second health bar on a mech suit. Also, a mechanic you just proposed (telling a mech suit to park and self-destruct would pose for some balance and gameplay issues for when the Tinker didn't have the suit after blowing it up -- as an example).
4) You're kind of wrong here, at least with the propositions I've seen in this thread. If you don't share them, I apologize. Shaman and Druids were developed over a long period of time. Vanilla Wow was developed over a period of FIVE years with an enormous team dedicated to just vanilla wow since they didn't have any live updates at the time. Druids During this time period were limited to night elves and tauren -- the total number of new models during this time period was actually really small. You had four distinct models (cat, bear), two shared travel forms, and one slightly altered and palette-swapped model (moonkin). That isn't nearly as much work. Each race of shaman had a distinct totem, but that is even less work. One model that had four slightly different palettes. When druid form was revamped, it was a big deal. Just remember, both of those classes were changed and improved over a long period of time.
Now I've seen people propose four races for Tinker -- gnome, goblin, Draenai, vulpera. Mech suits would have to use new rigging for animations, which is a big deal. At least druid forms use the same animation sets as actual creatures in the game. Then you'd need a different model for each race, and then models and animations for each set of turrets/gizmos/whatever. I'm not saying it isn't impossible, only that when compared with other options, it would be expensive on the resources. Look at the three expansion classes we have now -- Death knights literally use the same undead art assets that are already in the game for their pets, they're shared across races, and they have the same set of moves that don't involve adding new models. Monks are literally the same thing. Even their pets are actually just scaled down npcs that we interact with in Mists. Demonhunters are more expensive in that they involve a two new models and some additional minor customizations like glowing blindfolds and tatoos. That class is limited to two very similar races only, so that the animations can be shared. The models for both demon forms and the wings are also shared.