'Critique' of the Engineer Profession from a PvP Perspective *Long*
in Engineer
Posted by: RapBreon.9836
Introduction
Hey guys! First, I’d like to open by stating; I personally love both the game and the Engineer as a class. The objective of this post is to help improve the class’ playability and effectiveness, not to induce hate-mongering, whining or any other form of unproductive communication.
Currently I’ve been mostly playing PvP on my Engineer, I’m rank 28, level 52 and I have 117 tournament games won out of 125 games (92% win rate) on my engineer – no match-making inflates this substantially – this should give you an idea of how I divide my playtime and my experience with the class. As such most of my critiquing will revolve around PvP issues and ‘bugs’.
I’ll go through each major portion of the class, such as kits, weapons and some but not all utilities in a categorised form. I will also avoid comparing Engineer abilities with those from another class even if they are similar in nature as I find this to be often taking the skills out of context of their appropriately designed situations. This will be a long post, but it will have a summary (TL;DR) at the end. Skip to the last post for TL;DR
Weapons
Rifle: The rifle is currently my favourite set of skills in the game, the versatility and sheer usefulness of the rifle is amazing, it fits thematically with the class perfectly and is so much fun to play with, it does however have some ‘issues’.
Hip-shot is as standard as they come the only ‘niggly’ problem I have with it, at very close ranges (this is very notable in PvE) the bullet seems to zig-zag over the target rather than go through them, not a ‘real problem’, but it’s odd and I want to know why!
Net-shot is perfect, it’s on a low cooldown, but can be difficult to hit with, especially at max range, really well balanced if not a tiny bit too strong.
Blunderbuss, this move, I love this move, probably my favourite move but it’s also reallykittenclunky at times. Firstly, the move requires you, for maximum damage, to get absurdly close to your target – closer than melee range – which leads to the real problem with it, once you do get that close, because of the large amount of movement in PvP, it misses often, if a target passes your 180 field of vision (at extremely close range) as you fire it seems to just fire off into nothingness and miss. It’s odd because most other skills are either cancelled – which sometimes does happen – or follow through and still hit.
I’ve theorised that this is probably due to its cast time and your character won’t twist further than 90% from centre to hit a target, which means I have to ‘aim’ at the target to hit them, which is fine, but due to needing to be at extremely close range, it still makes it ‘feel’ very clunky to hit with at times when I want to use it to its maximum effectiveness. Not really a problem I’ve noticed on any other class mechanics wise, but that is probably due to the unique set-up of the Engineer ‘rifle’ being a close-range-ranged-hybrid gun.
Overcharged shot, this move is crazy and I’ve heard multiple complaints about it and how ‘annoying’ it is to fight a rifle engineer as you spend most of the fight ‘laboriously getting back to your feet’, strongest move on the rifle by far considering the enemy knock-back is a 2-3 second CC and its short cooldown.
Jump shot, I like the concept of this move and how hard it is to hit for the ‘difficulty’ involved, but it’s annoyingly hard to hit even at the best of times with as the landing circle being so tiny and the animation taking so long to complete, on-top of it semi-immobilising you (making it very average for mobility, which is fine). This makes it feel very clunky to use and its only problem is it just needs to ‘feel’ smoother in general IMO.
(edited by RapBreon.9836)