Tinker malfunction chance have to be removed or drastically changed

I was testing various tinkers with bronze and silver quality with knowledge points invested into inventions to reduce chance of tinkers malfunctioning but even with this chance for a tinker to fail was about 50%.

Once it even blowed up into my face for 50% of my help WITH invention passive talent that should remove a chance for tinkers to catastrophically malfunction. If 50% hp damage is not catastrophical, I dont what is so this is probably not working. But even for example, lets assume this perk is working correctly, still all other malfunctions cases (self transormtion into squirell, reduction in size and main stat lowered etc) at 50% rate is making tinkers completely unreliable. 10 min cd (5min if you have two of them as engineer) with 50% chance to be more a problem, than benefit? Something like this dont deserve space on the ability bar and precious key bind.

At the begining I was wondering if quality of the tinker was responsible for this but after testing with silver I didint saw much of a difference. I didint tested rank 3 ones because on my server they are ridiculously priced. And let me add up that malfunction trigger 5 min cd. In some cases you can play 2 bgs and see only fails with your tinkers.

If Blizz really want to keep malfuncitoning a thing, it can be changed to something else like maybe change of appearance to other race for some time? Maybe change of skin color for some time? And reduce cd after malfunctioning to like 10s to allow people use it faster. Big cd should be only if everything went fine.

Tinkers are useless in general because they have ridiculous cooldowns.
The only decent one, the AoE flame thrower, has like 80k over how many seconds, useless in PvE or PvP…i thought the flame goes independent of you, but you are stuck in the animation.
Nail in the coffin: 10 min cooldown. They need a serious rework otherwise there is no point in crafting them.

I agree. That was supposed to be a nice feature but in actual state they are unusable.

I wanted to know if it was worth investing in the battle res, being able to res in combat and after a wipe is so useful, I get they want to add malfunctions but me getting myself killed and not ressing isnt fun, why cant they add more fun malfunctions like the old teleports to gadgetzan, sometimes you would change colour or get a debuff saying you were your evil twin. I don’t mind having engineering cause me damage with a malfunction, but when people are relying on me to res and not die then its really not fun to suffer a malfunction. Even a debuff that when you leave your instance you will be ported to a random place and your hearth on cooldown would be better than being unreliable and getting yourself killed.

1 Like

I really wanted to have engi on my main, tinker slots on helmet and bracer but I just refuse to use them if it can blow in my face for 50% of my hp with talents invested into inventions that should prevent catastrophical malfunction. Its just not worth the risk atm.

Before TBC we had a trinket that could 1 shot a player, gnomish death ray i think, high risk high reward, these tinkers seem such high risk for low reward

And on top of that if you want to use them in pvp, you’ll have to invest into increasing its ilvl and to do that you’ll have to grind tons of primal chaos and do mythic raiding to get concentrated primal infusion. And to bo honest, investing so much time and effort to make tinkers not drag you down in pvp… (because basic version will have like 40 item level less than conquest gear in bgs) its just not worth it.

There are crafting reagents that reduce or remove the chance for tinkers to blow the user up, but the wording is annoyingly vague.

“Spring-loaded capacitor casing” for instance: “The tinker slotted within this device will sometimes dislodge the battery instead of malfunctioning.” Okay, what does “Dislodge the battery” mean in game terms? (I’m guessing it goes on cooldown without doing anything, but i’m not sure) How frequently is “Sometimes”?

“Calibrated safety switch”: “Reduces the likelihood of this device’s tinker malfunctioning by 15%.” 15% of what? If it has a 50% chance of malfunctioning it’s now 35%? Or does it reduce failure chance by 7.5%? (15% of 50%)

Engineering is a mess ATM, but i have too many convenience-items from previous expansions to drop it…

1 Like

Went to the forum just to see what other engineers were thinking.

The malfunction rate and all the “extras” that is locked behind knowledge point are ridicolous. Example, wormhole pinpointing the area. In shadowlands that was baseline.

SAVIOR exploding.

Tinker 10 min cooldown with high amount of of failure rate.
Potion also becomes 10 Min cooldown.

Tinkers utility are utterly useless and boring.

Fun failure would be to temporary change my char race or gender, becomes small or big, not to create a situation that I never want to use tinkers.

I just feel disappointed, especially it is also very difficult to skill up and the “fun” is removed.

1 Like

Yeah. I wont be using them until some fixes.

I only use tinkers to try and trigger discoveries of the anti-failure items, but not in combat (I don’t use explosives at all), last thing i want is to suicide myself due to the failure rate.

Thx to generous failure rate I discovered 3/4 atm xD

As a sort of “Sucks to be you” (Or more likely just the bad kind of good luck), now i’m trying to get those recipes (Since i can level up engineering by making them), my tinkers keep working… Or they fail to malfunction, depending on how you look at it.

This topic was automatically closed after 30 days. New replies are no longer allowed.