Engineer
The Engineer is a highly versatile class. While it doesn’t have the long range capabilities of the Ranger, or the melee capabilities of the Warrior or Guardian, they are comfortable at medium ranges in most fights. They have a lot of control, and use their boons to keep themselves (and allies) alive in a fight. They can use different kits based on the situation, but this extreme versatility comes at a cost in damage on their main hand weapons.https://forum-en.gw2archive.eu/forum/info/news/Game-Update-Notes-December-14-2012
Its on second post. Man I don’t know what to think of kits anymore. Considering we still give up a utility slot I thought that was a price enough for “versatility”
I don’t understand it either. Because it’s not the case that the engineer can hybridize in mid-fight, so it’s in exactly the same boat as the Elementalist: you pick what you want to be at the start of the fight (in the Ele’s case, it’s staff vs Scep+? vs Dagger+?).
So why exactly does Engineer get a hybrid tax at all? Itemization is fixed. Maybe the engineers could get armor swap abilities?
As far as I can tell, the Engineer is a failed design concept. The idea of a mid-fight hybrid class is a really neat one, but mechanically very challenging to pull off. Of all the classes, Anet seems to have the least idea what to do with the Engineer. It’s clear they’ve hit their stride with the warrior, guardian, elementalist, thief, and they’re dialing in the Necromancer (this terror change is a great change) and ranger.
But the Engineer is basically a broken class right now. I think it’s one of those classes Anet envisioned having a high skill cap, but they haven’t figured out a way to do it that doesn’t break the game or fit into the existing framework.
The real problem is, they made all the classes versatile, then decided to make a class that specialized in being versatile. What’s the point?
You have a class like the Elementalist where they purposefully made 4 attunements work with each other. With the Engineer, we just have random kits. They don’t offer the same synergy that attunements do. We basically just have a bunch of different weapons thrown together haphazardly. It’s not a great way to build a class.
It’s like the devs just wanted to put a flamethrower in the game, so they tacked it on. They wanted to put grenades in, so they tacked it on… but they didn’t make sure all of these things worked together; certainly not in the same way that they did for Attunements, Virtues, Initiative, or Shatter.
Perhaps that’s the answer. Perhaps we need a central mechanic around which all builds would function. “Kits” aren’t actually a mechanic in and of themselves, after all. Perhaps we need something along the lines of Adrenaline or Initiative, where regardless of what kit we’re using, are always working to build a certain resource up. Perhaps we could have “ammunition,” or something of that sort.
That would at least tie all these random kits in with each other. If each of our abilities worked towards a central mechanic, this hodge-podge list of skills might gain some synergy. It might give the devs a clear focus for the class, too, because right now the Engineer has no idea what it wants to be.
-Travail.