It’s become obvious that lately Engineers seem to be a bit OP in pvp and it seems to be because of two reasons; turrets and grenades.
Turrets: When you have entire turret engineer teams being formed by players in team tournaments that’s a red flag that should be noticed by the developers. It seems to be that turrets have become so strong that you are forced to either focus on the turrets or the player which becomes a difficult task to do when the turrets have such a large attack radius. When you choose to go for the engineer all he has to do is kite around the player while snaring them with either grenades or an amazing amount of knockbacks and cc an area while the turrets quickly whittle down the player, and if the player chooses to go for the turrets they are usually traited so that they are too durable and regenerate quickly enough for you to take them out before you can focus on the engineer who is still near full health while you most likely are close to death. It’s a bit upsetting that so much power is rewarded to a type of build that doesn’t require the player to do much other than stand on a cap point where they’re protected by an inanimate object. On the same note this factor is pretty hard to ignore as most engineer players have developed a tactic around their turrets being so durable with or without their presence nearby.
With turrets it seems that most engineers have developed the habit or leaving their turrets on a cap point while they either attack other players from a higher location where that player is forced to either focus on the engineer or the turrets, however you can’t cap the point even with the enemy player not on it because if you choose to sit on that cap point you’ll get destroyed by the high condition damage from their celestial gear while the engineer is safely up on a ledge doing almost nothing but still winning the battle, it’s not balanced play and it’s hard to say how much skill is involved when the inanimate objects are doing most of the damage instead of the player who just tells them what direction to attack, easy play like that shouldn’t be rewarded with such high damage in a pvp environment.
Also what’s even worse is I’ve seen engineers leave all their turrets on a cap point just to ensure that it doesn’t get caped quickly while they run off to help at another cap point, the cap point won’t be decapped quickly because the player has to destroy the regenerating heavily armored turrets before they get on the cap point or they’ll be knocked around, immobilized and destroyed by the turrets condition damage while trying to decap it even though the player who placed the turrets on the cap point is halfway across the map. The point is turrets should be destroyed if an engineer moves too far away from them because currently they are broken in that regard, it’s the same principle of how you can’t cap a point if you’re invisible or invulnerable. It’s imbalanced and unfair to have inanimate objects prevent a point of capture.
Grenades: Currently the combination of celestial gear with a grenade build is way too powerful, the combination of raw damage mixed with very high constant condition damage is overpowering. A decent Engineer can easily navigate around a cap point while spamming grenades around it which prevents players from capping it due to the imbalance between the raw damage paired with the condition damage from the grenades, it should be one or the other not both high damage and condition damage.
Last but not least the cooldowns on swapping kits could use a handicap. Currently there is absolutely no consequence for poor play choice on swapping engineers kits compared to other classes. An engineer has around a second before they can reuse a kit again so if they mess up and make poor choices it’s absolutely alright, unlike an Elementalist who has a +10 second recharge on all their attunement swapping. Every other class has a cooldown on swapping weapons yet engineers can change between three kits as often as they want. So that’s access to 30 skills at any time, kits should have a cooldown on them in the same way Elementalists have cooldowns on their attunements.
Essentially there’s a lot of advantages to an engineer in combat even when little skill play is involved, and there’s not much consequence for bad play.
Lady Cynn (Leader)
Gate of Madness