So I’ve been sifting through my Engineer skills and traits, and just finding a bunch of weird things that I honestly can’t bring myself to be okay with. There are just so many bizarre choices ArenaNet made with Engineers that I don’t understand.
For instance:
Every other class has signets. Engineers have zero. That means every other class has access to several passive boon options while Engineers don’t. I know that every class is different from one another, but I just don’t see what the logic behind this could be. What is it about Engineers that makes them have no need for passive bonuses, but every other class needs the option?
I recall in the beta that the Speedy Kits trait was pretty neat. Basically it gave Engineers a Swiftness buff that refreshed every 5 seconds if they had a kit on. In live, they changed it so that it only refreshes if you swap into a kit. What exactly is the reasoning behind this? Do Engineers seriously have to swap in and out of kits every 5 seconds to get some swiftness? It’s the exact same thing, ArenaNet just changed it so we have to push more buttons for seemingly no reason.
Adrenal Implants is a 30-point Major Trait that gives 50% Endurance Regeneration. And yet Rangers have a 5-point Minor Trait that gives the exact same thing. Again, I know that classes are supposed to differentiate themselves between one another, but.. what? Why do Engineers have to spend 25 points more, make a choice between it and other traits, and why is it in a non-defensive trait line? Don’t quite understand this choice at all.
Reserve Mines, the 15-point Minor Trait in the Explosives line, is absolutely terrible. For those that don’t know, these mines do NOT explode if you get downed. I don’t know about other Engineers, but this makes the trait near useless in dungeons. If I ever drop below 25% health, I can count on me being downed along with it, or shortly afterwards. If it is supposed to be a trait that helps us get back up and recover, it needs to be changed to working while downed.
The Major Trait Fast-Acting Elixirs isn’t bad. But I don’t see why it doesn’t affect Elixir X to make it more appealing.
The Utility Skill Elixir U is great. But what’s with the Toolbelt skill? First off, it doesn’t even describe what it actually does. “Random skill at location” doesn’t mean anything to players. It actually only chooses between 3 spells, so why not just say what effects it has potentially like our other random-effect spells? Now onto the bigger issue with Toss Elixir U. Not knowing which spell I’ll get isn’t that terrible.. but it is when the effects are so completely different from each other. The three effects are a blind/projectile block, projectile reflection, and a stealth. If I lucked into having it blind my enemies, I’d have to throw the elixir in the area they are in.. but if I lucked into having it stealth my group, I’d want it closer to my allies. These are just effects that are too different to be in the same varying, random-effect spell.
Everybody already talks about and knows that equipping kits destroys any weapon stats and/or sigils that you may have wanted, and I hope ArenaNet is already aware of and working on this.
Med Kit is a fine healing ability. I really enjoy it.. but I really hate that the default target isn’t myself. I’ve run into too many situations where my allies were running by me and they accidentally stole my packages. My build relies on me having Swiftness and Fury, so this is pretty frustrating. I’ve even had a Guardian’s Spirit Weapon run by and take it from me. I don’t know what ArenaNet could do to fix this skill while still allowing Engineers to use it for Support, but I still thought I’d give this a mention.
That’s all that I can think of right now.. any thoughts?
(edited by AlietteFaye.7316)