Not problems like “What is fun?” Because that would fall within the purview of your conundrums of enjoyment.
I have practical problems.
TF2 referencing aside, the Engineer has possibly the greatest versatility and complexity of all the classes. However, design and mechanics-wise, the Engineer has some severe issues that need to be addressed. Let me first state for the record that this thread is not for bugs.
Kits: General
*For starters, not having weapon stats and sigils work for kits/abilities automatically kills Flamethrower, Bomb, Tool Kit, Elixir Gun, Elixir X and the Mortar before they are even used. The only way that Grenade Kit is worthwhile is due to the ridiculous power of the Grenadier trait. What motivation do I have to use a kit when I’m losing 179 power, ~7% crit, 9% crit damage, and ~240 weapon damage?
*I understand that adding weapon stats would cause some balance issues, especially for the Grenade Kit and Flamethrower Kit, but it doesn’t feel right that I could potentially cruise through the game without ever equipping anything other than my starter pistol and being no worse for the wear.
Kits: Grenade Kit
*The Grenade kit has some severe issues. While I respect that it works for both condition and power builds, I feel as though I am shoehorned into the Grenadier trait due to it having much more power than any other build even without a weapon. I don’t think that Grenadier needs to be nerfed, however, as it is a payoff for hitting your target in PvP. I do think that the other DPS specs need to be brought up closer to Grenadier’s level.
*Many people complain about a lack of autocast for the Grenade Kit on land and I have to agree with them. However, I believe a better solution is needed for PvP. Therefore I would like to see the ability to hold down the “1” key to automatically recast. This alleviates the “super carpal tunnel syndrome mode” of grenades, without killing targeting for moving targets.
Kits: Flamethrower Kit
*I want to love the Flamethrower, I really do. However, it has some issues that prevent reliable use. For starters, the constant missing of Flame Jet whenever you and/or your target move.
*Flame Blast suffers from the “obstructed bug” wherein it will sometimes fire straight into the ground; usually after using the #3 skill.
*Flame Blast is currently a high risk, low reward type of skill. The projectile is highly difficult to aim, travels slowly, and doesn’t output enough damage to reward a well, placed shot. My solution to both of these would be to make Flame Blast a ground targeted ability, or make it explode on impact with the ground or an enemy.
*I would like to see Backdraft come back as our #5 skill, but I understand why it was removed. Our current #5, however doesn’t see much use due to its small AoE.
Kits: Elixir Gun
*I feel that this kit would be in a good place if it had its associated bugs fixed along with the weapon issue.
*I do not like the jump back portion of Acid Bomb. It usually makes me aggro something else, and the enemy runs off the pile of goo before it does its full damage. Adding an immobilize would aid this ability.
Kits: Tool Kit
*Quite definitely the weakest kit, the Tool Kit feels like it doesn’t know what it wants to be. It definitely does not have the damage of melee abilities, despite being both slow casting and melee range.
*I think that my biggest gripe is the #2 skill. An enemy can easily walk out of the AoE before you finish casting, and the bleed+cripple feels very weak. It does not feel like a satisfying skill to use.
*I also feel that the #5 skill could have its range boosted a little, but it is fine right now.
Kits: Bomb Kit
*I haven’t had enough time with the bomb kit, but It does have some good abilities and its numbers would probably be right where they need to if the weapon issue is fixed. I do like combining it with the Pistol and Tool Kit to stack confusion.