6months of being patient and considered has got engineer far less dev effort than other far more polished classes. I’d love to be proved wrong with the coming patch, nevertheless A-net have to overcome their own track record from the previous patches.
Elementalist released with rubbish downed skills and had them buffed within a short time, for just one example. Why are engineer downed skills still total rubbish?
The problem seems to stem from a lack of vision and focus on the devs part. The devs only seem to have ideas of what they don’t want the engineer to be:
- Oh no! Engineers have some class identity with their bunkers, that’s for other classes, so nerf smoke skills!
- Oh no! Engineers have some class identity with applying conditions effectively, that’s for other classes, so nerf explosive shot!
- Oh no! Engineers have some class identity with removing conditions, that’s for other classes, so nerf medpack4 also FT/EG combo!
- Oh no! Engineers have some class identity with stomping people, that’s for other classes, so nerf Juggernaut!
- Oh no! Engineers have some class identity with underwater grenade combat, it must be nerfed to no-identity mediocre at best!
- Oh no! Some engineers specced to support heal with Super Elixir, quick nerf SE massively and then adjust it up a completely neglible amount afterwards.
- Oh no! A few Engineers are using their class mechanic to swap kits, that’s too much class identity, quick butcher kit refinement!
- Because no-one (not even engineers) wants to engage in some kind of rehearsed synchronised routine of ‘mid-ranged’ combat, devs can pretend we are good at something that doesn’t exist. While fixing & adding none of the tools needed for actual battlefield mobility – hello JUMP—, hang, wait, eat a sandwich, read the paper, then land, —SHOT etc
What message are we getting from the devs about what they think the engineer should do, as opposed to what it cannot do?
- We can have some slight buffs to turrets, provided they are useless overall and their traits are stupid.
- We can have grenades sort of, with numerous nerfs, provided they are only dangerous at close range, or to people who are afk or stupid / NPC’s at longer ranges.
- Because our mainhand weapons are deliberately weaker by design, we can have kits like flamethrower, but because they’re a kit they not allowed to have any finishers or any range like the equivalent but superior mixed power/condi weapons like warrior longbow. Also anyone who’s ever actually played the engineer knows how suicidal their auto-attack is from retaliation. So we have a kit with traits that direct you to not swap out, but you can’t stay in kit to use the auto-attack. Genius.
Engineer that people bought into at BWE1 had tons of bugs and tons of unfinished areas, but also far more class identity and far more potential. Now we have this middle of the road mediocre mess, with very nearly just as many bugs and now masses of class defining areas watered down to average or worse. The buglist from BWE1 is still basically the same it simply hasn’t gotten a fraction of the attention it’s needed.
tl;dr It’s okay to take things away, even class defining things, as long as you give new important things to replace them to ensure a class retains an identity. This hasn’t happened so far. Also leaving the class with the most bugs, to be last for bugfixes, won’t make that class community happy
Toolkit has improved quite a bit though, so I guess that’s the devs vision, engineers use toolkit.
(edited by Kalan.9705)