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Tinker trees in Maj'Eyal?

Posted: Thu Mar 03, 2016 11:19 pm
by Parcae2
Is there a way to get tinker trees for Maj'Eyal classes in the Maj'Eyal campaign? I've unlocked tinker CLASSES in Maj'Eyal, and was told in chat that there's a tinker escort, but I can't find one and no one in the vault seems to have had a tinker escort.

Edit: And if it is indeed possible, has anyone actually seen a tinker escort? Like, in the game itself, not the patchnotes? I went through the last half-dozen winners and not a single one had encountered a tinker escort. If it's supposed to be 1/10, the odds against six people failing the check on nine different occasions are astronomical.

Re: Tinker trees in Maj'Eyal?

Posted: Fri Mar 04, 2016 12:09 am
by ghostbuster
Yes, I got a tinker escort. I saved him, and he proposed a set of rewards, mostly from the Blacksmith tree. But I was myself a tinker and I selected the last option that made me curious, something like "Where did you get these fancy talents?". The answer what somehow cryptic about some place in the north. But I found nothing, had no specific quest and it was just a waste :(

Re: Tinker trees in Maj'Eyal?

Posted: Fri Mar 04, 2016 1:32 am
by Parcae2
I spawned the escort using an add-on and found the area without difficulty.

What are the odds of getting a tinker escort supposed to be? I could just have been unlucky in not getting one, but the fact that all those people in the vault were also unlucky makes me wonder.

Given that tinker talents, if selected, are fundamental to a build, I suggest making the area in question spawn without needing to ask an escort about it. I understand that this is not lore-friendly, but neither is having tinker escorts in the first place, or allowing tinker classes in the Maj'Eyal campaign.

Re: Tinker trees in Maj'Eyal?

Posted: Fri Mar 04, 2016 5:16 pm
by DuckAndCower
There's already all sorts of time travel in this game, so I don't think lore-friendliness would necessarily conflict with a tinker area.

Also, I'm playing as a Yeek Psyshot, and I've almost hit level 25 without finding a single steam generator or medical injector. Having at least a vendor as a guaranteed location would help alleviate frustrating situations like that.

Re: Tinker trees in Maj'Eyal?

Posted: Sat Mar 05, 2016 6:02 am
by Parcae2
At the very least, it should be accessible via the Knowledge of the World prodigy.

Re: Tinker trees in Maj'Eyal?

Posted: Sat Mar 05, 2016 11:56 am
by Grahammm
It could also have been nice to have been able to unlock the new races for playing in the standard campaigns

Re: Tinker trees in Maj'Eyal?

Posted: Sat Mar 05, 2016 2:11 pm
by Parcae2
Now that might be a bridge too far - an Orc exterminating the Orc Prides would be a little much. Maybe the Yetis though.

Re: Tinker trees in Maj'Eyal?

Posted: Sat Mar 05, 2016 2:17 pm
by Ravenholme
Parcae2 wrote:Now that might be a bridge too far - an Orc exterminating the Orc Prides would be a little much. Maybe the Yetis though.
The Yetis are just Orcs though, simply controlling a Yeti body.

The only way I could see an Orc working is if they were a Doombringer/Demonologist, since iirc (been a while since I played one), the player character is amnesiac after slipping the mind control, so you'd have a blank slate Orc getting steeped in the Allied Kingdoms (and bushwhacked by fellow orcs over a certain staff) which might be enough momentum to carry them through attempted genocide.

Re: Tinker trees in Maj'Eyal?

Posted: Sat Mar 05, 2016 4:48 pm
by twas Brillig
I've also been thinking that the cheekiest lore-compliant way to introduce tinker stuff would be a temporal smuggler NPC. That could also lead to an excuse for the EoR races showing up, where they're forced to comply with the events of canon to save the world. Slap something like the cloak of deception on to them and call it good.

Re: Tinker trees in Maj'Eyal?

Posted: Sat Mar 05, 2016 9:02 pm
by Parcae2
If Yeti can be mind-controlled by orcs, they can be mind-controlled by other races.

For similar reasons, it should probably be possible for Ghouls and Skeletons to start in the Embers campaign, albeit possibly as an unlock.

Re: Tinker trees in Maj'Eyal?

Posted: Mon Mar 07, 2016 4:37 pm
by Haelbreak
Steam in Maj'Eyal is already lore-fuzzing. No point in not having new races in main campaign. There's always a silly way to explain the rare exception.

e.g. That self-hating orc racist wants to destroy the prides!

Re: Tinker trees in Maj'Eyal?

Posted: Mon Mar 07, 2016 11:32 pm
by twas Brillig
Haelbreak wrote:Steam in Maj'Eyal is already lore-fuzzing. No point in not having new races in main campaign. There's always a silly way to explain the rare exception.

e.g. That self-hating orc racist wants to destroy the prides!
Honestly, you could slap the orcs in the dwarf starting area with almost that exact reasoning. You and whatshisname are unlikely allies trying to make it back to the upper levels to convince the dwarves to take action. However, just like for a dwarf PC, the Iron Throne is unwilling to act, or even tell the other nations about the threat.

Re: Tinker trees in Maj'Eyal?

Posted: Thu Mar 17, 2016 9:21 pm
by Parcae2
So do the devs intend to address this issue at some point? The tinker trees in Maj'Eyal, I mean.

Re: Tinker trees in Maj'Eyal?

Posted: Fri Mar 18, 2016 12:12 am
by HousePet
What is the actual issue? :?

Re: Tinker trees in Maj'Eyal?

Posted: Fri Mar 18, 2016 12:28 am
by Parcae2
The fact that escorts are supposed to be optional extras, but tinker escorts are build-defining.