Engineers have some bloat most definitely.
Firearms
- Hair trigger and rifled barrels could stand to be merged
- Sitting duck and knee shot should be merged
- Napalm specialist should probably be merged with fireforged trigger or Juggernaut
Explosives
- Acidic elixirs is a bad trait by design and should be removed. Thrown elixirs are thrown to buff and support, not for damage.
- Accelerant-packed turrets is only in this line on a thematic basis, move and merge with metal plating in inventions.
- Autodefence bomb dispencer needs to be changed to something more useful and fitting of a grandmaster (Important note, Grenadier is what a grandmaster shouldn’t be on the opposite end of the spectrum. A trait should make a kit better, not viable)
- Shrapnel could stand to be merged with Explosive powder, it probably won’t be at this point for balance reasons
Inventions
- Energized and Stabilized armor should be merged. On their own, neither trait is terribly desirable.
- Auto tool installation; this is a bad trait simply due to how the game functions and how turrets function in the game. Simply put, they are not saveable unless you pick them up. That’s fine, this trait is garbage though cause it has no use due to that point alone.
- Elixir infused bombs seems out of place here, Rifled Turret barrels should probably have Auto-tool installation merged with it.
- Powershoes needs to be an adapt tier trait again. Its an interesting ability that lets non swiftness build work but is prohibitively deep in the tree, limiting choices.
Alchemy
- Only real odd-ball here is Deadly Mixture. Elixir gun doesn’t need damage, its a support/condition kit. While flamethrower does. Get rid of this and give one the flamethrower traits 15% damage for the kit. Elixir gun needs to get its own trait (conditions last longer would probably make the most sense).
Tools
- Leg mods…why is this even here. Its inferior to speedy kits on a massive scale. Either change the trait to reduce movement impairment conditions, or get rid of it.
- Packaged stimulants is neat in theory, poor in practice, and outdone by the elixir gun entirely. Remove this trait. Better yet change it so it give gadgets some non-conditional condition removal or gives gadgets additional healing on use.
- Armor mods; this feels like it should have been in Inventions. Regardless it is bad because if an engineer wants to make use of retaliation they have Elixir B. Scrap it and give engineers a gadget grandmaster.
- Adrenal implant is outdone by invigorating speed and engineers interesting array of control options. It just isn’t worth a grandmaster slot in it’s current form. The placement is probably a balancing choice but this is a bad trait. Change it something more useful.
Overall: traits could use some trimming but the prime offenders are Inventions and Tools. Inventions is a rather underwhelming trait line overall. Tools is a good trait line with some really bad traits resting in it, namely the two grandmasters. Currently I’m fine with how traits are (as in it doesn’t bother me that much) and looking forward to improvements.