So lately I’ve been trying to figure out how to make the other skills in into the meta, here is what I believe.
Right now the current meta in terms of utilities skill revolves around the application/manipulation of boons/condis or survivability skills (stealths, escapes, teleports, invurnabilities, etc). I find that if a skill doesn’t have any of these, they often are used.
Gadgets- Most gadgets do not offer anything I stated above. With the recent patch, rocketboots are now better escapes and we see a large increase in their usage. Slick shoes before hand were being used because they can be great methods of escape. The rest of the gadgets often don’t offer suitable things for the meta for their cooldowns. Goggles, for instance, they prevent you from being blind, break stun, and give fury. However, the other stunbreakers make it obsolete. For example, I can just use exlixir gun instead and get a whole new set of weapon skills and a regen stunbreaker with a smaller CD. So goggles just dont offer enough of what is needed in the current meta of utilities to makeup for its CD. Then we have Personal Battling Ram. In a game of aoes, cleaves, and condi spam, a single target knockdown with a CD 25 seconds makes it not viable. The toolbelt skill is eh too, most would rather get rifle turret if they want to go for projectile damage. Finally mines. They got a stealth nerf by taking away their boon stripe capabilities and that was one of theo nyl reasons I used it. Why get that when I can just get a bombkit? Sure it has a longer CD for a AoE knockback, but I’m also getting blind, burning, immobilize/cripple, all the things that are required in the current meta for utilities. If you perhaps restore the boonstripping capabilities, give us the option to throw the minefield instead of placing it at our feet, then making so the mine itself applies 2 stacks of Torment to all those hit, then it would be worth it.
Turrets- Right now turrets suffer from a lot of bugs, lack of meaningful damage, lack of utility, and vulnerability to the current meta. With teh amount of cleaves and AoEs, turrets usually can go down really fast. The toolbelt skills aren’t amazing either, so once they’re down you’re basically a sitting duck with no utilities. There are a few ways you can solve this. Perhaps make it so that Turrets level up the longer they are at, making them more effective. The current stats and setup of turrets would be level 1. Max of level 3. When you pick up a turret it saves it’s level. If it is destroyed then it resets. You could also put in a trait that negates AoE damage. Finally you maybe could make the toolbelt skills worth it and have more utility. As I said near the top, if a utility skill doesn’t have one of those things; it seems to be used less.
Kits- Very few kits do I see people stay in them to attack. They usually take advantage of the #2-5 skills then switch out. Flamethrowers knockback and Blind, toolkits pull/shield/confusion/cripple, elixir gun support (though with weakness changes I’m seeing more people auto attack with this), and those are the ones I see this problem with the most. You need to look at what each kit does and build on that. Take Flamethrower for example. Flamethrower is really good when close range and requires you to be up in their face. This means you need to get the enemy to stay close while surviving yourself. The juggernaught trait is great for adding tankyness, however the autoattack is eh in terms of the utility meta. Perhaps make it so that while the flame jet is dealing damage, it cripples the target. The minute the flame jet ends its attack, the cripple ends. This allows engineers to help keep target close and add group utility through a cone cripple, while giving players a counter player (when the flame jet ends, CC or just keep your distance). Toolkit is another example. This is a great weapon for melee, however our surviveability close range doesn’t cut it. One way I thought this could be helped is that at the end of an auto attack with our toolkit, we could receive a boon that synergies with close range in mind. So things like protection or even retaliation would be viable. Make it so we can’t stack it indefinitly, but it helps close range.
I really hope the meta changes for engineers soon. I find it extremely boring and I have to go with the “less viable” specs because I find elixirs very bland. I’m not saying they need to be nerfed, but I’d love to see the other fun and cool utilities we have start to take a role in combat.