Turrets
*I feel that turrets are far too weak in their current state to warrant their use. Being immobile and easily destroyed even with traits makes their value questionable at best. True they are supposed to be supplemental damage, but with the amount of point investment to bring them up to their best makes the player very weak and the turrets still lack the “oomph” they need.
Weapons
*I won’t go into weapons because I feel that they are in a good spot. I will say that I think that the rifle’s hip shot should do slightly more damage at closer range to better compliment its “Shotgun” style attacks.Perhaps give it to us as a trait?
*I would also like to say that condition damage doesn’t work for bosses and most dungeon PuGs, but I understand that this is being looked at.
Traits
*This is probably the biggest issue our class has. Not even counting all of the buggeds traits, we have many traits that aren’t very good, and even less build support for our class.
Traits: Explosives
*I dislike how our power tree lacks support for anything that isn’t the grenade or bomb kit outside of the first tier. Where’s the HE ammo trait for rifle? Or a trait that makes me want to invest points in it without being forced into bombs/grenades? Other classes get that kind of support, why don’t we?
*Plenty has been said about the bugs, but what about the less useful traits like Autodefense Bomb Dispenser, Enhance Performance, Accelerant-Packed Turrets, and Acidic Elixirs?
Traits: Firearms
*Our Precision tree is probably our best designed tree, but the lack of a Grandmaster trait for the rifle is disappointing.
*Sitting Duck probably needs a rework given that it has such a small uptime.
Traits: Inventions
*I am fine with the traits in inventions. The tree is survivability oriented and does its job well. I don’t know how this tree fares compared to other classes, however. I would like seeing Energized armor bumped up to 10%.
Traits: Alchemy
*Again, another well designed tree. The only problem that I have, and that others will agree with me on, is that the 15 point trait, Transmute, has such a low uptime that it will almost never be seen. 3% is rather weak for investing ~21% of our traits into it.
Traits: Tools
*Here’s where the problems resurface.While the 5, 15, and 25 point skills are well done, the main traits have many issues.
*I have heard that the Elixir Gun/Flamethrower from Always Prepared is not usable by other classes. I haven’t tested this myself, but I have never seen anyone grab the flamethrower that I dropped. Seems kinda useless, especially if I already have a Flamethrower on my skill bar.
*Kit Refinement has no explanation of what it does. It is a confusing trait and might not be noticable unless you already know how it works.
*Packaged Stimulants should be in the inventions tree as the medkit is for quick healing. Regardless, the amount of damage output by enemies makes the healing from the medkit completely unnoticable even with full Cleric’s gear.
*Power Wrench should be improved as it really only benefits the #3 skill. #2, and #5 are not used enough to make the cooldown reduction worthwhile, but I feel this is partially due to the poor damage output of the Wrench. Additionally, the healing on turrets is not valuable due to the poor health of turrets.
I feel that I am just reiterating what others have said on this forum, but I think it would be better to have everything put into one big thread. Again, this thread is not for bugs, but mechanical design grievances with the class.