What the Engineer (class designers) can learn from the Elementalist
in Engineer
Posted by: SirPenguin.5931
From the word “go” I was expecting to roll and main and Engineer. The idea of a support-focused “jack of all trades” wielding guns and bombs in a fantasy world seemed totally in line with every archetype I’d care about.
I made it to 35 before I quit in boredom, and I was left confused and unable to articulate why exactly it wasn’t clicking for me. After shopping around a number of alts I came across the Elementalist – after a number of levels with them, I don’t think that it’s a stretch to call them the offensive-focused version of the engineer (jack of all trades, needing to swap between “modes”, etc.)
I want to avoid turning this into a class war (enough of that in real life), but I did want to talk about 3 areas that the ele and engi share – indeed 3 areas that appear to be the main bread and butter of both classes – where the ele blows the engineer out of the water.
Synergy
Once you learn to properly swap attunements it’s like you’re seeing into the Matrix. Skills feed into each other in two important ways: a) The first 5 skills fit together nicely, but more importantly b) they also fit into other attunements, covering weaknesses and providing clearly defined benefits to each other. It feels entirely natural to Ride the Lighting into a fight, make their day worse with some burning to the face, cripple them and knock them down with Earth, then fly away after switching back to Air.
There is no such battle flow to engineers. Kits don’t cover weaknesses or flow into other skills so much as they are a full on replacement. This can be fine for some playstyles, but the way they’re currently designed makes the switch feeling jarring and clunky. It’s hard to say if the root problem is that there’s no focus or too much focus, but it definitely is noticeable.
The fact that kits outright replace utilities further destroys their synergy. The ele has a plethora of utility skills that change depending on attunement – not so with the engi, where you indeed lose utility skills in order to use a kit.
Swapping modes
When I swap attunements, I can guarantee I’ll have access to a set of 5 skills that make sense and have great utility. All 4 elements have at least one damage, one utility, and one support skill per weapon – In other words, it’s never a disadvantage to swap modes.
With engineer, kits always make me feel I’m losing something. In addition to having to give up a utility slot just for the ability to use it, kits tend to make me miss my weapon skills and the variety and utility they give me. Take bombs – I lose my range and all of my support for the ability to use 5 nearly identical skills that cause different conditions. Grenades are cool if you’re looking for raw damage, but man are they boring in execution.
Weapon kits are better, but not by much. Flamethrower allows me to set stuff on fire…but I lose a lot of utility, I lose my range, and I lose that aforementioned utility slot. What did I gain? I can already set things on fire a few different ways, I can already blow people back.
Tool Kit gives me a melee, but you’d need to spec in a direction entirely different than anything else just to survive, let alone take advantage of this archetype shift. And as before, the skills I gain can already be replicated elsewhere – the pistol/shield can bleed, cripple, confuse, and block attacks, and I can do it at range.
Branching skills
Like the engi, certain ele skills can have a number of varying effects. Unlike the Engi, these effects are under my control and predictable. For example, my heal can grant me a boon of my choice depending on my attunement – compare that to the engi where you’re rolling the dice every time.
I understand it’s in line with the flavor of the class to appear random, but isn’t it more in line to appear random yet actually be entirely in control? Give us more player agency to influence results of our actions and you’ll do a lot to make us feel like we own our own devices.