(reposting cause my previous post seems to have been deleted some how)
I am making this because parts of engineer seem under powered at certian times
Engineer suggestion:
#1. The single shot damage for the default weapon + the other engi skills is ridiculously under-balanced in comparison to the other classes.
Ex: mesmer, theif, and warrior all do up to 6k (6,000 damage) criticals with a single hit using only Blue level equipment, while as for engineer only does cirticals of 800 damage for one hit using default weapon skills while wearing all Orange level equipment, this is severly unfair and needs to be rectified. I have even been defeated by novice level mobs in 1v1 combat because I was incapable of outputting enough damage.
Solutions to rectify damage unbalance for engineer:
1. Replace the single shot skill with an automatic fire skill so it shoots like an autorifle (seeing the amount of technology in the game its only logical that an engineer is capable of using an automatic rifle) and give it to pistols too so they can have something in respect to uzi’s.
2. Or Have higher level rifles and pistols for engineer class give a rapid fire bonus.
3. the special skills for the default skills on the weapons need higher critical bonuses
4. The elixir gun also needs to be fixed. To the players it has no use other than healing and even the healing on the gun is sub-par. Currently it is a waste of skillpoints to unlock. (give elixer gun skills higher values)
5. While the flame thrower may be for AOE damage, its outputting damage is still subpar. Atleast increase its maximum criticals to 2.5k-3k (without might)
6. Weapon stats for owned weapons do not transfer over to bundles on activation. this makes buying weapons for engineer pointless because the bundle is only dependent on the stats of the players armor. Even getting a legendary weapon for engineer would be pointless, To rectify make the stats increase from the equipped weapon(s) boost bundles too, other wise an engineer can play the entire game without ever having to obtain a single weapon out of necessity.
7. The grenade kits are significantly weaker than the flame thrower, they should receive some kind of damage re balancing too.
#2. Engineers being technologically affiliated it makes more sense to allow engineers to have robotic minions too. I have seen rangers with robotic pets even though they are not Technologically affiliated. It would balance it out if only engineer was allowed to charm technologically affiliated mobs, and remove the ability to charm technologically affiliated mobs from rangers. -IF engineers are not allowed to charm tech-mobs, then allow engineer to construct steam robots.
Even if damage values for engineer aren’t rebalanced at least make it seem more tech affiliated. like giving engineer Uzi’s, Auto-riffles, and Steam constructs. The turrets are a nice addition but they are kinda weak for practical uses.