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Demonologists and Tinker Talents

Posted: Fri Mar 04, 2016 1:13 am
by Parcae2
They...don't work well together.

Bug 1: Demon seeds use tinker slots

This seems to be intentional, but it doesn't make sense - why would it work that way? Why not make demon seeds use a separate thing?

Bug 2: Demonologists only see the regular demonologist tinker slots, even if they know tinker talents

This means that they can't unequip tinkers in (for example) the boot slots.

Now, I understand that demonologists aren't meant to be natural tinkers, lore-wise; but, if they have access to the talents at all, they should be able to use them properly.

Re: Demonologists and Tinker Talents

Posted: Fri Mar 04, 2016 1:55 am
by ibanix
This is a known issue. DarkGod hasn't said if it will be fixed, or how, but for now: don't mix those two things =)

Re: Demonologists and Tinker Talents

Posted: Fri Mar 04, 2016 7:36 am
by 0player
re: "why not make demon seeds use a separate thing": because implemeting tinkers was enough of a pain in the rear to abstain from any more separate things. Inter-class synergies aren't supposed to work well, in general, because no one balances around Adventurer.

Re: Demonologists and Tinker Talents

Posted: Fri Mar 04, 2016 1:14 pm
by twas Brillig
It's not quite like Adventurer, though, since a demonologist can pick up tinkering from a shop or escort (supposedly). At minimum, could there be something to block demonologists from picking up trees they can't use? Or warn them, maybe?