Why are engineers just so bad?

Why are engineers just so bad?

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Posted by: Bloodtau.4672

Bloodtau.4672

Is there anything they are even good at?
They are trying to do stuff but other classes just do it better, it’s so frustrating. I put all this time and effort into a class getting it to 80 only to really find out it stays pretty kittened anyway….

Why are engineers just so bad?

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Posted by: Docmandu.2914

Docmandu.2914

Maybe it’s you…

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Posted by: Lande.5782

Lande.5782

Engineers have a high skill-ceiling. They can either be the weakest class in the game, or one of the most powerful.

This is unlike Thief, Guardian, and Warrior where the skill ceiling is very low and will preform well even when not utilized fully.

A gear treadmill in Guild Wars, seriously?
http://i.imgur.com/Gt6Za.jpg

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Posted by: OxBaker.8413

OxBaker.8413

They may have a high skill cap but I think I’d agree that perhaps they still need to be balanced towards a lower skill player. I always cringe when I see too many Eng’s on my sPvP team. You may occasionally get one that scores high but the majority end up near the bottom of the pile and the odds of a loss with them around just seem much higher than with some other classes on the team.

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Posted by: Evo Sapien.5298

Evo Sapien.5298

I suggest reading the woe-is-me threads in every profession forum. It’s all more or less the same.

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Posted by: onzo.6987

onzo.6987

Engineers are good at condition removal and CC. On a scale of 1-5 (5 being the best), I would personally rate Engineers this way…

CC: 5
Buffs: 4
Condition Damage: 2
Mobility: 5
Condition Removal: 5
Defense: 3
1v1 Short Duration: 3
1v1 Long Duration: 4
Group Short Duration: 4
Group Long Duration: 5
Point Defense: 5
Point Offense: 2
Burst Damage: 2
Sustained Damage: 3
Defensive Cooldowns; Control: 4
Defensive Cooldowns; Mitigation: 1
Offensive Cooldowns; Control: 5
Offensive Cooldowns; Burst: 1

TL;DR
Engineers are very good until your opponent acquires Stability. Your advantage is long duration fights; attrition and Point Defense.

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Posted by: Kalan.9705

Kalan.9705

I can do okay-ish with engineer which I’ve played a lot (with the exception of underwater where we’re great) but however I can do great with any other class I’ve played with in much less time.

Turrets don’t really work.
Kits don’t really work.
A lot engineer traits don’t really work.
Engineer as a flexible swiss army knife class concept, just doesn’t work for 2 reasons:
1) many roles aren’t really viable (e.g. compare engin burst power/crit dps possibility with many other class).
2) Our traits actively oppose diversity, our builds are very narrow and often single kit specific.

The fundamental flaw is the opportunity costs of kits (loss of utility slots, loss of weapon diversity, loss of weapon swapping, loss of weapon stats, loss of weapons sigils, needing to trait spec for a particular kit) is far too high when the kits are generally so specialised (grenades) and/or weak (flamethrower) etc.

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Posted by: Bloodtau.4672

Bloodtau.4672

Some nice feedback here, thank you =)
Honestly, this wasn’t a troll thread, I was just looking for what people think makes them great in their own eyes.

I’ve just been able to tie down to something. I tried a burst class, not as good as other burst classes, conditions, also not as good as other classes..

Keep hearing about point defence though, may have to try this.

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Posted by: Gaxx.5430

Gaxx.5430

Large disparity between classes in effort needed to acquire the same results (“aka skill curve”) is a sign of design error. In most cases it should not be considered a good thing.

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Posted by: Sporadicus.1028

Sporadicus.1028

I find that the most diverse trait allocation revolves around firearms, alchemy, and a third trait line. The third one is usually your tertiary, but you can put 20 points into alchemy and it to balance them out. This doesn’t pigeonhole you into one kit like majoring in explosives does (I don’t like bombs at all, so that leaves grenades).

You can use the Flamethrower, elixir gun, pistols, or rifle to good effect with this trait balance. Your third line will determine your flavor too, be it more offense, survival, or complete off the wall attitude.

Malkin Rawl – Charr Engineer, Tarnished Coast
Loudmouth, lousy PvPer, and mediocre PvEer.
I don’t own, I just play

(edited by Sporadicus.1028)

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Posted by: Blackfire.8793

Blackfire.8793

They aren’t bad. Yea, that aren’t great in one area or another. But thats kinda the fun. There is ALOT of juggling going on to get the results you want.
Tool belt skills are attached to the active weapon/kit selection.
Kits don’t use weapon stats, so scaling is abit off.
Most of the best options are tied to exlixers.

I personally don’t like how much skill it takes to play the class. Simply because the effort it takes to play it doesn’t make you better then anyone else. It simply puts you on par. :\

However unlike most classes your ability to change play style is great. I love being able to switch between an AOE build to a point defence instantly. However… I’m not bery good at either unless I run a perfect skill rotation. >.>

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Posted by: Ashes.6418

Ashes.6418

Out of curiosity, what build are you using, Bloodtau?