I think it’s a serious problem, and many people have addressed it in many aspects/fields, but I still want to share my views to get some feedback:
1) Bomb Kit not great:
bomb 1 does about 25% more damage than traited grenade 1, but bomb kit uses a bunch of conditions that have little to no dmg/use in most dungeon runs. Except when you are the only person that has access to fire/smoke field. Most pugs don’t even go through the trouble of stacking might! Groups that do care probably have better people for group stealth like thief, or stack might with Ele or War… So it’s rare when the bomb kit feels like it’s in an amazing place; this is worsen by the fact that engineers have no good range options except 30 points in grenades. So when you can’t fight melee, well you aren’t going to be doing much damage at all.
Only time bomb kit really shines = healing bomb melee support ( decent damage + high aoe regen/sec )
2) Turrets not great:
I’ve tested 33% dmg reduction/life regen on turrets and they still get killed in seconds. This is such a shame because a bunch of engineer utility skills are turrets, and none can be used efficiently in a dungeon because they die super fast, with long CD.
3) Gadgets feels really weak:
With recent A.E.D and GM traits, static discharge is probably more comfortable than before, but most of the time a SD engineer is a push over in dungeons because they have to invest a slot to take rifle turret. You end up being someone that doesn’t do much damage, and probably give 0 team support.
4) Flamethrower is weird
I think this kit has improved over time, I haven’t noticed it miss anymore when mobs are in close range. The only issue with this kit is the 2 skill is still really awkward, too slow, too hard to hit. If they just made the shot explode on hit this kit would be much much better. The best thing about flamethrower is that its a mid range option between bomb and grenade. Overall it gives good reliable dps because it doesn’t have random spread like grenades, and could out range bombs in many mobile fights to stay in a safer position.
5) Grenades the only good range option/but also have superior melee performance as well
Grenades does okay damage, it has a very high trade off because it’s manually more tiring to use, to aim. But grenades does amazing damage in dungeons when you consider how easy it is to stack vulnerability with it. You can say bombs do more raw damage than grenades, but bombs do way less damage than grenades when grenades make everyone in the team do 15%-2x% more damage. Even when you pulse stack vulnerability with bombs, you are just doing a huge less amount of direct damage when you cast anything other than 1.
6) Rifle/Pistol have horrible dps at range
This kills build diversity, engineers have no good range weapon.
In the end, you can say a lot of builds work. But the most versatile/optimal is always going to be grenades because of the range it has, and the huge offensive support it provides.
The problem then becomes, people think engineers don’t have good dps in dungeons, because a lot of builds don’t have good dps except grenades. Bombs get you through of course, but its just not the best dungeon kit IMO, its way better in PvP.
Anyway I don’t know what I am saying anymore, I just wish more builds could feel right for me, because I can see it being there, but it’s purposefully presenting itself weak.