Hey guys,
don’t worry, I’m sick and tired of all those whinethreads, too and thi isn’t going to be just another one. However, people are kinda right to complain since the Engineer still seems to be a rather lackluster profession. The purpose of this thread is to elaborate what it takes to make our favorite profession more popular and desired in PvE as well as PvP. Let’s gather suggestions and ideas. I’d love to hear from more experienced players where the Engineer is lacking in their opinion, but every opinion is valuable, so keep it coming!
Rules:
-don’t whine
-be polite
-no complaining without suggestions/solutions
Aight, here we go:
When I first saw the Engineer it sounded just like the profession I always wanted to play in an mmo. I absolutely loved the Engineer in TF2 and the Ork Mekboys in Warhammer 40K, so the Engineer had to be a blast. Unfortunately the Engineer turned out to be extremely lackluster.
General issues:
The Engineer still has billions of bugs and is in dire need of QOL changes.
Autoattacks sometimes still show “obstructed” even though there is a clear line of sight. This is frequent when attacking stationary objects, such as siege weapons. I noticed this is a frequent bug with pistols, rifles (Warriors have it, too) and kits. The flamethrower kit is a paramount example of this annoying bug.
A lot of traits are simply bugged and need their tooltip updated.
Every profession has at least 1 100% projectile finisher on their ranged weapons. Engineer only has 1 on each weapon, but only 20% chance. Jump Shot has a leap finisher, but the animation is incredibly clunky and the ability is unnecessarily difficult to use fluidly. We have combo fields and a few finishers in our kits, but not everybody wants to utilize kits in his build. The standard weapons should have at least one guaranteed finisher.
Weapon issues:
Weapon damage is balanced with the idea behind the Engineer having access to kits, so the damage is artificially toned down. This has been confirmed by the devs and the reson behind it is our versatility and access to kits. However, the Elementalist is at least as versatile as the Engineer, if not even more, but he doesn’t sacrifice anything for his versatility at all. I think this is extremely unfair, since it is an incredible disadvantage for Engineers, who do not want to utilize kits in their build. They pay the “damage tax” for nothing. Therefore, the artificial damage reduction needs to be removed or Elixir/Turret/Gadget builds need to be buffed.
No 100% finishers (except Jump Shot), as explained.
Pistol: The autoattack is lacking because of the “damage tax”..
Rifle: Autoattack is lacking, too. Jump Shot needs QOL changes. The animation is ridiculously clunky and desperately needs to become more fluidly. See Tristana’s Rocketjump in League of Legends for how it should be done. Or the flamethrower in a specific quest in GW2, that has the same ability, but only without delayed animations. This is a huge improvement and it needs to be done.