The Engineer has a variety of issues, and this past patch has done little to address most of them; most of them, however, are not ones I have dealt with as a consequence of my playstyle choice.
See, I used to use Turrets. I say ‘used to’ because I now only use Kits, and that pisses me right the kitten off. Here’s a list of the various issues I’ve found Turrets to have, and how they might be addressed.
1: Turrets are weak. They can’t take a hit, and they deal subpar damage, requiring several to do the job of one kit. They scale only with player traits, ignoring gear bonuses; for a game which places such an emphasis on gear and the bonuses it provides, this is…irritating, to say the least. Ever watched a creature one-shot several turrets simultaneously? Go fight a Risen Knight with fully-traited Turrets. Go into a dungeon. Doesn’t matter how heavily invested in them you are, they’re tissue paper.
Suggestion: Have Turrets scale, even if to a reduced extent in light of their potential numbers (potentially: 1 Rocket, 2 Rifle, 2 Flame, 1 Net, 2 Healing, if Supply Crate is traited properly), to gear, including Vitality/Toughness enhancements.
2: Turrets are immobile. Well, freakin’ duh, they’re turrets – generally not things viewed as paragons of agility. However, they are both immobile and have long cooldowns, both on placement and overcharge. Sure, picking one up can reduce the cooldown by 25%; that’s still a long wait, in most cases, and if you happen to be separated from it, then you’re SOL to begin with. In a game where mobility is such a factor, this is problematic.
Suggestion: Reduce their cooldown time. Fixing Deployable Turrets would help a little as well, but it’s only useful for placing them. Perhaps change Deployable Turrets to a trait that gives them a movement mode, or add such a function? Or, more realistically – Autotool Installation is worthless. Why not Zoidberg slip it a bit of the ol’ 20% Cooldown Reduction to make it worth bothering with, even if that means discarding the 10% HP/10 sec Turret regen? Hell, maybe have the turret cooldown start upon placement of the turret, so if you have it out for long enough, you can blow it up and place a new one immediately?
3: Turrets have terrible AI. Seriously. Go find some furniture. Place a turret. Watch it destroy the furniture…and keep shooting at the space where it was, like it’s trying to kill the very concept of “that couch that was here a minute ago THAT I KILLED ‘CAUSE I’M A TURRET and that’s what I do. Oh, what, something’s killing you? That, uh, that sucks, bro. Did you see me kill that couch?”
Suggestion: Give the user some way to refocus Turrets, or improve the AI. Preferably both.
And thus ends the ‘This is actually problematic’ section. I’m not even going to comment on the various bugged traits (like Accelerant-Packed Turrets, basically every Explosives trait that could or should be triggered by Turrets, or Deployable Turrets) except to mention that I’m not going to talk about them. They don’t need to be talked about; they need to be fixed. Moving on.