The thieves aren’t to strong, neither are the glass cannon necros etc….
It’s the massive stat loss, that some builds have suffered, that is wrecking the game.
Let the rambling begin:
For example Flame Thrower Engineer.
Juggernaut used to give 200 armor, now it gives stability.
an engi used to pick up toughness and vitality from traits.
There goes 500 armor and 300 vitality.
The trait for drinking elixir S, and backpack rejuvenator, and 15% more damage were all in one trait line. Now you have to choose between the rejuv or the elixir, and you can forget about the damage boost. The incendiary powder, for 10% more flamethrower damage, that’s gone too.
As a result, you have to spec heavy into damage, just to see the same numbers, you used to get, when spec’d to bunker.
To make matters worse, there are no defensive traits to take. The elixirgun lost range, 15% damage, and it’s cooldown reduction. So what good is it?
What traits boost an engineer’s choice to go with toughness over power?
…and on the other hand. A zerker necro can bunker all day long in shroud, because of traits that give high survivability (corruptor’s fevor, 20% reduced condition damage AND 300 toughness for zerkers?), and a trait that gives 180 toughness while shrouded. That trait should instead increase toughness by 10% when shrouded. That way, bunkers can bunker, and zerkers still go squish.
As it is now, any necro that chooses the death magic traitline. gets a huge survivability buff no matter what stats they choose.
In conclusion:
Defensive Traits should reflect the stat choices that a player has made.
The only way to play the engineer is to exploit it.
Playing the engineer “as intended” is simply not viable.