this is news to me. I didn’t see an unbound gathering tool hmmm
Have to say thank you as well! It’s been years since I enjoyed my engineer diversity again and explosives are nice now!
I have only two concerns for explosives which is please replace the turret knockback and take a look at the positioning of the mine toolbelt skill the mines appear all over the place still.
Not having to rely on traits to get splash for support, or be forced to use the bomb kit or grenade kit for explosives is nice.
Also the guardian is amazing as a healer now. All the holes it had in traits have been filled and we can actually use spirit weapons properly now with the ammo system and the instant overload system I’ve enjoyed previously on the turrets is now on the weapons for guardians. The healing bow is awesome! Never thought I’ve be playing a bowman healer! It makes me think of Inuyasha!
If you fail to see the point of it you haven’t played a class/spec that benefits from it.
Engineers are enjoying the heck out of the new system particularly with the rocket boots.
My healer/tank Guardian is able to use spirit weapons again because they now have a purpose.
It’s amazing!
Will there be more?
Will we expect to see more updates to the rest of the Engineer class traits or will this be the only one to expect until the expansion after PoF has been launched?
I think the answer to this question might quiet the engineer’s concerns.
As someone who wrote a post about whether we should wait another 5 years before they make changes, written before yesterday’s patch notes btw, I have to say that the outrage is really because engineers have basically had to wait each expansion for major updates to the class which is a loooooooong time.
I do have to also point out that while there is another expansion on the horizon the expectation is to not see anymore updates to the class because that’s actually what happened to us in the past when HoT was released. After that there was really nothing of significance to expect to be updated until now.
If they have a better update schedule for these things for neglected classes like the Engineers moving forward then yes people should calm down, but if there is going to be another dry spell for years on end between updates until the next expansion comes along after PoF then no people should be concerned.
I’d love to know if they have a better update schedule now that might calm some people down if they knew that more patches are coming for the balance of this class and ultimately the fixing of the traits.
I’d personally look into on kill and on interrupt sigils they work wonders for engis.
They need to restore the trait that actually gives them boons and fix the positioning of the mine toolbelt skill but other than that they look nice now.
Me too I can put my rifle on and travel very well now across maps without any issues!
All these changes did was give power engi a slight buff with more passive % increases. Woopie. I was looking forward to these changes, because I thought maybe we’d get some good changes to things that don’t see use, but nah, just garbage.
I have to disagree it put explosives back on the board and you can see from my posts and my signature that I don’t play around when it comes to balance of engis on the game but I have to say that even though there are still some things to work on like mine toolbelt positioning and possibly the turret explosion pushback (which I’m confused as to why it was removed if it was, it needs to be restored) and I’m hopeful that their next balance patch will address these after launch, I have to say that over all they did explosive engis good this time! I didn’t have to put on bombkit nor grenade kit I am a support explosive engi which means to me they are addressing our concerns this time.
I’m confused what shield changes are you talking about? Because as far as I can see the shield still does the blast finisher.
I didn’t notice any of that really when I was playing yesterday but then again I don’t use it to push enemies back I use blinds all the time really.
I can understand the annoyance though if you have a build that relies on an on interrupt mechanic it might need reworking!
Hows this for a data point. It took 4 years before they looked at elixir gun traits before they updated them.
My point is should we expect to wait another 5 before we see updates on the Engineer class and it’s critique yes but I think it’s a valid question. What should we expect for the balance of a class that’s not even represented properly in the expansion announcement?
I know thats a fallacy….. I just don’t know which type it is. Yesterday I saw 2 yellow cars after not seeing a yellow car for nearly 2 weeks…. so clearly theres been a sharp increase of Yellow cars now on the road. And since this is the first post I’ve seen from you, I can extrapolate that you are only capable of making terrible posts, and all future posts you make will be progressively worse.
You’re trying to prove an entire hypothesis on a single data point, where the data doesn’t even have a direct relationship to the thing its trying postulate.
Is the announcement trailer, a preview of what’s coming in that we’re seeing just how much time will be spent on balancing the class after launch?
The time for just about every other character class on the announcement trailer was roughly 48 – 60 seconds with clear and precise lore implications and why that new mastery was happening.
We get to the Engineer and it was 36 seconds. No excitement, no lore, just “engineer is looking at energy in a new way”.
Is this what we have to expect when the balance patch comes to fix many of the older trait lines in the class? Will there be very little attention given to the class by the balance team? Should we expect more delays on the older mechanics such as Gadgets, Elixirs (the potions not the kits), or Explosives?
Should we expect to wait another 5 years before we see these things fixed in this class? This is a serious question I’m sure it’s in the back of the minds of most new and old engineers.
Edit: My signature btw isn’t reflective of this question for engineers it’s actually regarding their recent changes to the condition durations when two classes are still chronically stuck in condition builds right now. That’s another matter entirely. I just wanted to make sure people were aware before I get attacked about that too.
(edited by tigirius.9014)
Absolutely true it’s been a problem for Engineer since the beginning of the game. Sure they removed the backpack problem but even Auras disappear when we use kits which doesn’t make sense it also doesn’t make sense that footfalls disappear in kit modes.
This and the traits should be their next major update focus.
This is not the answer for my question.
Any dev maybe?The point is, you make legendary weapon to take a satisfacion from visual effects during fight and movement. If engi wont have that effect, doing legendary weapon is pointless for me. It takes to much effort for nothing.
It answers your question. Visually it behaves exactly like those I mentioned. If you’re in Photon Forge Mode you don’t use the weapon -> no legendary effects in Photon Forge. But feel free to wait for devs to state the obvious.
No, you don’t.
You just told me how it is now. And i know how it is. Classes like mesmer, warrior, guardian who fight with Legandary greatswords are more pleasent to watch it. Enginieers in 90% of fight use granades, bombs, etc. so posses legandary waepon isn’t so attractive.
You have to know that we will have xpac soon. And i hope dev look on this problem from players perspecitive.Timo has a point.
I have to agree it does seem a weak spec for thief on the bright side though it will add options for stealth to my thief and give me a better ranged weapon to use for bosses in open world than the bow.
As for the engineer, I think the holosmith works out well but I too am disappointed in the balance team and their antics
Have to completely agree with this post.
We need the “Balance Team” to take time off from buffing warriors and nerfing thiefs to spend some real time with the engineer trait lines to make them complete.
This class has been neglected since beta in a serious way. It was even obvious in how much time they took to display the holosmith on the latest launch video. Seriously it was like 10 seconds of time compared to the rest of the time the other classes new specs were talked about. How disappointing.
If the “Balance Team” takes some serious time on the engineer in the next stream and upcoming trait/balance patch I’ll have hope about their skills again but until then they have severely disappointed the Engineer community with their lack of concern for the class.
Kusumura, the original rocket jump was a self lunch, this sounds more like an actual leap. Also rocket kick is the toolbelt skill and not the main utility skill rocket jump.
Personally, I’m fine with this idea. I belive that rocket kick feels clunky and should be polished a bit. However, I think a backwards evade is more fitting than leap.
Evade would be nice actually especially since that’s what I was aiming for in this idea.
I’m talking about the toolbelt skill Rocket Kick.
The main skill would remain a leap forward, but the Rocket Kick serves really no purpose but to add yet another burn, so changing it to a toolbelt backwards leap would add an additional movement option for engineers.
Wait a minute.. I’m having a sincere sense of deja vu…
We STARTED with Rocket Boots being a backward leap. That was horrible. HORRIBLE. Nothing needs to launch you BACKWARDS 600 units, where you can’t even stop yourself from falling off of a cliff.
Please, no. Just no. It could be argued that the Rocket Kick needs a little bit more range on it (Half of the time I use it, I’m /JUST/ short of nailing a sucker, or the attack entirely clips through because of how close I had to get to the mob), but it DOES NOT need to throw me backwards.
It’s been a long time disability in the engineers case to not have a device or skill that mimics the healing from damage output that many classes enjoy in the game so when I say that this spec might be the option engineers have been waiting for for a power build, I was concerned that if we do damage to ourselves while overheating it would impair us even further since we don’t have sigils.
I am happy to say that I read the wiki which laid out all of the traits and there is a final option in the trait line that ultimately heals us when we explode from heat overload and also eliminates the self damage problem.
Photonic Blasting Module provides immunity to our own overheating and also provides healing from heat lost as well as a damage increase.
I’d like to propose a change to Rocket Kick changing it to Rocket Leap.
Movement options seem to be a big thing right now and I’d like to propose this change to help the class out with movement.
Sure we have Elixir Gun for backwards jumping but I’d like to propose this as an additional backwards jump because not every build uses Elixir Gun.
Leap backward, causing an explosion that Burns nearby foes.
Damage: 302 (0.85)?
Number of Targets: 5
Duration: Instant
Radius: 180
Distance: 550
Combo Finisher: Leap
Unblockable
Yep it’s been a post in here like forty bazillion times. I myself added a suggestion for them to convert it into bandage gun so that it might gain some usefulness.
The spray should last as long as the spray in the Elixir imo and have just as many hits.
Each of the potion items should be AOE fields.
Bandages should target up to 5 players and show bandages at them every 3 seconds.
Actually for the most part I like the weapon skins I got the axe for my necro.
Every single class forum the same.
Why people have to complain about everything before something really comes out?
Wouldn’t be better to wait for something to come out first, before even someone start to criticize it?
Well for one thing they announced a major nerf to the condition classes without actually answering whether they would be fixing two of the classes that need power options, the engineer and the necromancer.
The engi and necro have been chronically stuck in the mud of condition only builds since 2012 and instead of first coming on to state that they would be addressing power builds for classes that have had this ongoing problem, they make a statement about how they would be nerfing condition duration which basically nerfs the damage output of these classes.
So complaints yes but these complaints aren’t unwarranted. Had they learned from their mistakes concerning communication this wouldn’t be a problem right now.
Wait hide mounts? Really? Nope it’s not a backpack or a shield.
The only thing that disappoints is I thought there would be more explosive abilities considered explosives.
Additionally I’m quite surprised that many of the light attacks don’t do more healing effects and/or more boons when activated. Maybe that’s in the traits?
I am reserving judgement until i see their balance of it in the balance patch. They need to seriously take time to make sure it’s a power build which is severely lacking in the Engi.
I would also like to see them take a look at the explosive line to make it better since we have explosive options with the heat mechanic.
First thanks for the update! I really appreciate that you are keeping us up to date on everything this quickly after the announcement. That’s what we’ve been expecting from the team and that’s how it should always be done! Here’s to hoping this path continues! Great work!
That being said I have to say that the runes and sigils should be updated they need some serious work on damage output as well as events that cause them to occur so I was saddened to find out that you won’t be updating that.
This is a hard nerf to classes that have been critically and chronically stuck in the condition damage mode since launch such as the engineer and the necro. I had two pistols with heal sets on and the set was to improve the boons the two pistols were both giver. So tell me how it didn’t harm my character by making me have to put on all concentration or all expertise but not be able to mix match it.
Will there be a set of runes released that has the same bonus to concentration that the armor+runes will provide that we will be able to use so that we can stick it on armor that has expertise on it for healing purposes?
Support that can’t effectively do damage along with other classes that can will thus be told it’s not worth it change to another character or don’t come to the bounty.
That’s where we’re heading again.
My final question would be does this mean that you are actually providing upcoming changes to both the engineer and the necromancer that will allow them to actually have power builds finally?
Let’s put it in terms that most of the other MMO developers have discovered over the years.
Out of all of the player types in these types of games, the number of open world explorers represents the highest number of players. Those that want events in which they can jump into the game with their friends during open world activities represents the majority of the playerbase. These players are generally those that do not simply rush through the game, they spend long hours playing and they are generally more concerned with social activities that keep them in these games playing longer so they represent the players who are more likely to keep coming back and buying items.
Those players who are lost in nostalgia about the way games used to be designed in the MMO genre represent 1% of the total population. These players long for dungeoneering and raiding and are of the type that generally bounce from game to game never filling the void that is caused by nostalgia. They keep trying to get something that will never come back and they usually leave games early because it’s impossible to A: please them and B: give them what they want which is a hot tub time portal to that original excitement of discovering mmo’s when they had dungeons as their main progression mechanic.
So when they look at the demographics of who they want to buy their expansions/products aiming for the widest audience, three guesses who that is.
So this new expansion is about new maps, mounts and elite specialization.
What about:
Dungeons
WvW
Fractal
PvP
These things are not important Arena? I’ m sorry but after the HOT expansion, you continue going down to the hill.
Gadgets, explosives, elixirs (the potions not the kits) all need an overhaul.
They are severely lacking. They don’t produce boons anymore. They don’t remove conditions. The healer gadget is terrible. I’d suggest they change the healer gadget to allow us to at least be healed by the damage we put out like signets on other classes at least that would be helpful.
This is going to be the second expansion I suspect, where the engineer’s other specs will be behind in the balance department but we’re supposed to swallow that they believe in us customizing our class.
Alright probably my last post about this trait that could make the trait extremely fun.
As of now being hit to charge a gadget is kind of a hassle considering most of the abilities are power based and in that scenario you do not want to be hit!
My idea was to change it to give you charge each time you do damage in a percentage style allowing you to effectively completely reset the cd of one fully charged gadget or use gadgets in rotations.
Example
Say you get about 10 full hits in random damage what not(charge should only happen on direct damage) and you get 100% charge you use one of your gadgets, but because you saved the full charge it is instantly reset (toolbelt skills not really sure if they should benefit) Or say you landed a couple hits in and only have around 45% charge your next gadget you use will only get a 45% cd reduction. I suppose there would be some balancing issues or percentage reductions, but I feel it would completely create a new/fun playstyle for the engineer community.
I just pull them to me so they can stomp me out faster. Isn’t that what the 2 skill is for?
LOL right! It should be changed to a shout that yells “Just kill me already!”
Not as useless as thief downed state in PvE, I’ll say that much. At least we can CC bosses so people can get us back up.
TBH most classes have crap down states. I think the most useful I’ve seen are mesmer’s and ranger’s.
At least with the thief we can hide and then move ourselves.
So I’ve played Scrap Rifle Field Test and kinda wondered why our #1 isn’t like in that scrap rifle. Tbh I had more fun playing with that than our normal rifle and dmg was actually what I would expect from it as well.
Wouldn’t mind some changes to our rifle – a mix between scrap rifle’s and our skills
I’d like that and additionally I’d like us to have a stronger shot we don’t need a net there are like TONS of CC already we don’t need more CC so they could replace the net shot with something better.
I keep seeing these threads and it’s just puzzling. Engi was the easiest class to play in HoT for me. Equip flamethrower and go. I barely ever died to anything.
Some of the enemies still give me trouble like the mushrooms are annoying especially the thrower mushrooms are particularly terrible.
vit tough condi was the key for me. I specialized in pistol shield explosives and chose the skills for healing so that I could blast finish myself constantly with health.
Elixir was also a great combo with rifle so you could build might and use the elixir gun, rifle, flame thrower and elixir might building to add damage. I’ve yet to see a better heal than the healing turret right now because of the serious lackluster lazyness of the balance team when it comes to this class. There’s a serious problem with the class I agree because potions, bombs/grenades were behind in their overall design and traits in Heart of Thorns, I am hoping they’ll actually fix this class in those specializations in the upcoming expansion because if they don’t that will mean they let this class get behind in 2 count them 2 chances for great balance changes.
I have a post here in the forums for builds I’ll share with you seems to work for me.
Edit: Just in addition if you choose the rocket boots as your gadget for blast finishers it actually creates multiple blasts.
First oft, i play since the beginning. My first 80 was the engineer. I love the concept. But after a long break i hit a brick wall with hot.
I am dying left and right. I am one, two shotted by everything that moves.
I tried full vit and tough scrapper. I couldnt outheal the damage. I couldnt escape. I couldnt distract with anything like necro or mesmer ofc.
I tried full condi pistol pistol. Damage didnt kill fast enough, couldnt outheal the damage.
Full power feri scrapper, all the same.
Please enlighten me how to engineer. I just love the class too much to quit it for my necro or mesmer (who just kitten the mobs in the junge, even Champions).
(edited by tigirius.9014)
Nerfing diversity is always wrong. Forcing just one playstyle is bad. Period.
We’re supposed to believe they believe in diverse builds yet here we are in the second expansion and we still are stuck with niche builds.
Wonder why the devs just couldn’t turn it into a what people used HT for.. A healing bomb.
I agree with that. Or have one available as an alternative.
We’ve also asked for a healing gun rather than a healing kit. It should shoot bandages at players and sprays similar to the healing spray that the guardians enjoy.
I would like a bomb a turret a bandage gun a better healing gadget and an autoelixirinjector which would heal me at 75% automatically and if I needed it I could manually heal or even set it to be a adrenal injector which causes me to do more damage puts on a large swiftness and might boost for a short duration when used and resurrects me once when I am downed.
At least then I can keep myself from dying since they STILL haven’t updated our downed skills!
The explosives should really reflect the power of the engineer and we’re not seeing it.
When explosives go off in PVE it’s like a tiny tickle to mobs. They are more like fireworks and less like deadly weapons of WWII. They don’t automatically produce conditions which they absolutely should we should never have to spec into that.
Bleeding and burning should be a no brainer when it comes to explosives.
Mines should have a wider damage area and trigger area. The ones we drop from bunker should never be danced upon like they are nothing.
The bomb kit is terrible it needs a rework so that it matters, the only three skills on the bomb kit are the fire zone, the smoke bomb, and the shrapnel bomb. They are still not exploding at the radius of a common warrior 2 handed sword.
If you want us to believe you like us to have options you need to keep the classes up to date with the power of the new specializations so that we truly do have more options and not niche builds.
Balance Team: Now is a great time to balance the engineer.
Balance Team: This is a perfect time to balance engineers in PVE.
Your post today mentioned that you believed in having customization.
Right now in this class, it’s behind Heart of Thorns level of damage balancing in PVE.
It’s lacking in options in Elixirs (the potions themselves not the kits) explosives have been terrible for some time now, the detonation trigger size as well as the damage explosives do is way behind.
If you let this class go another expansion without addressing these issues it will end up being a terrible burden later.
We have no condition fields from elixirs to really be useful, we have nothing like what’s available in the other classes to balance this class out in combat using elixirs such as poison fields without the use of a gyro or elixir gun for example.
Healing turret is the single only useful healing mechanic in this class the rest are terribly limited right now.
I wonder if the balance team will take the time this class deserves while you have the chance to update these other older options to keep up with the changes the expansions have introduced because this class has become a class of fewer and fewer options as each expansion comes out, it’s become a niche class and I don’t feel that was your original intent.
They will need to up the power of the turrets kits elixirs and explosives in order to contend with the new skills of the other classes because if they choose not to do that that means this class will be even further behind then it already is!
It had almost no changes to elixirs (the potions not the guns) or explosives in Heart of Thorns!
I suggest they make them elite turrets so they have the same power and defense as veteran creatures and that they improve explosives to make them more like traps found on Heart of Thorns Guardian mastery and original GW2 trapper rangers.
Additionally they’ll need to improve the toolbelt tremendously.
I should add that this is a great opportunity for them to finally at long last make turrets and kits look like the technology of the race that’s using them.
The backlash about mounts is nonsense really there are far more important things to be con about like how short the sequence was about specializations as well as the lack of information for 3 of the weapons for the new specs.
So I just watched the PoF anouncment and as a long time follower of the GW franchise, I’d like to share my feedback on it. Feel free to ad yours.
Pro
- Palawa Joko
- seems to be content/story focused
- GW1 reminscences
- new guild hallNeutral
- new Elite Specialization (expectable, though I’m not sure if it’s a good idea; might lead to even more balancing issues through the additional skills and combinations, something you initially tried to avoid as a lesson from GW1)Contra
- Mounts to travel through areas we wandered in by foot without issues 250 years ago
(seriously, what the kitten?! With the waypoint system and gliding there was totally no need for this.
You killed one of the signature features of the Guild Wars franchise. I don’t even dare to ask how many ressources were wasted on this totally unneeded feature that seems to be there just for the sake of being there)
- no Cantha
- if the story isn’t really good, there seems not to be really much content behind the shiny surfaceConclusion:
Was hyped before the anouncment, am not hyped anymore. After 12 years into the GW franchise, this is the very first time I really think about makeing a cut and move on to something else
Not sure, but it looked more like the holosmith was getting access to weapon swapping. Not sure if ANet intend for that to niche for the specialisation.
That looked more like the kit system but I dunno I hoped they had announced more about the engineer but once again our information is severely lacking.
I tell yeah what I’d love to see personally is either invisible chest pieces or the ability to turn off the chest piece and turn off the shields.
Sometimes both of those get in the way of fashion for men.
Sad isn’t it? Foolish on it’s face really. At the very least they could do is make it a 100% chance that ticket scraps drop from boxes.
They are sadly. I noticed this too and it was a huge disappointment to me also.
They need to make it a 100% chance at least that ticket scraps drop from boxes. That would at least help a bit, making it a chance that no ticket scrap drops from boxes is just nonsense on it’s face.
Grum’s PVE Support Build:
Pistol Sigil of Water
Shield Sigil of Renewal
4 Runes of Mercy
2 Runes of Altruism or Runes of Evasion for the self heal
Healing Turrets and Supply Crate for aoe blast heals and Medpack drop for condi large condi removal
Thumper Turret Elixir Gun and Rocket Boots to maximize blast heals
Magnetic Shield for an extra blast heal if needed
If you time it right you can blast heal right when the Medpack Drop falls for extra effect
Two stun removals as well as an automatic lowering of stuns with scrapper
Soothing Detonation for easy extra heals
Using heal skills reduces damage to the engineer for both the burst damage and the conditions that might remain. Healing skills remove conditions automatically, you could even swap to using the Elixir Gun/Elite Mortar Kit for easy condition removal just by swapping weapons the Sigil of Renewal triggers the Cleansing Synergy trait.
(edited by tigirius.9014)
These images are what I envisioned my asuran engineer turrets should look like. I hope this at least is on the board for a future update! I tried to find images that might work for a healing turret, flame turret, rifle turret, and Thumper turret
[img]https://ibb.co/m2hp5Q[/img]
[img]https://ibb.co/hrAsQQ[/img]
[img]https://ibb.co/iiFLC5[/img]
[img]https://ibb.co/kodJzk[/img]
(edited by tigirius.9014)
It’s a matter of taste. The class itself is well designed. Play it and see if you like it.
Really it’s not it’s gotta terrible unintuitive trait design that needs serious work.
I’ve played it since beta, the balance team really needs to spend serious time on this class.
Alright so purpose: Solo Roam / Small-Group play in WvW.
Thought/Idea behind the build: Sustain/Outlast my opponent, have enough crit chance/damage, as well as attack to apply respectable DPS w/o going overboard/glass. Enough toughness/armor and vitality to survive surprise bursts to then turn the tables on my attacker.
Please thoughts on this, for personal reasons, my reaction time isn’t what it used to be, and I tend to fat-finger things, resulting in missed opportunities.
I’d recommend more blind. Smoke Bomb dispenser is a must imo. Autodefense Bomb Dispenser Trait
Might is lacking because you don’t have flame thrower or the elixir weapons on your setup, mortar and elixir gun produce the elixir might building as well as the cleansing you’ll need for conditions.
If you were interested in toughness I’d suggest these traits instead of what you’ve chosen for the scrapper line:
Perfectly weighted, Mass Momentum, Final Slavo work together to build might more.
I’d also use Elixir R because you can throw it down to rez you if you get downed it works at least 1 time and you can drink it to remove condis and recharge your dodge. Remove B and replace with R trust me you’ll get the effects of B when you reach 75% hitpoints it happens no matter what you do with toughness.
Either use medic gyro for more stability and might or you can use the AED which prevents you from dying for 1 lethal attack
Thats the thing about engineer for some reason the so called “balance team” still haven’t addressed the shear lack of burst damage on the engineer in PVE without having to resort to using the grenades or the flame thrower.
I argue that properly traited, our PvE burst is pretty good with rifle alone. It’s our sPvP and WvW burst that is lacking.
The crux of the matter is that the engineer as a class doesn’t lack damage in anything, burst or sustained. Running Explosives/Firearms/Tools together, whether power or condi, competes with anything for damage output.
The problem is that engineer in its current situation gives up far too much sustainability to match the damage output of other classes. Thieves have more stealth than us. Mesmers have more evades than us. And revenants have more blocks and better healing than us. Engineer in the current meta wins 1v1s not through spiking down targets quickly but merely outsustaining them through attrition with the help of a well-timed reveal, daze/stun, or unblockable damage versus these professions.
This will likely never change. Engineer has nearly always favored filling the role of a bruiser, and the few times glass cannon engineer was viable in PvP or WvW it was built on a gimmick or a poor foundation that was easily patched out of existence by the slightest nerfs.
If the Scrapper trait line between Adaptive Armor and Rapid Regeneration wasn’t strong enough to support Explosives+Tools or Firearms+Tools builds on its own, then nothing likely ever will.
In PVE that’s a false statement. Power engis for example are terrible, the single burst we might have is with flame thrower only because without that we wouldn’t be able to build might. We have a severe lack of boons in the class because gadgets no longer have the traits to build their own boons and crits on kits other than the flame thrower really doesn’t exist for the class.
You have to remember we don’t have signets as a class so we are completely dependent on 1 potion and flame thrower, nothing else in the traits produce might other than 1 change they made to the elixirs but really that too is designed to affix us to using a single 2 kit build.
Crits don’t really affect burst condi which the engi is also stuck with there’s no real burst in the class and rifle doesn’t do that much damage at range even with adding the anecdotal explosives.
Grenades are great but bomb kit doesn’t really work well it’s even slower than before and adding to that the problem with triggers for mines mines are still too small and do almost no damage. Bunker in PVE is dead.