I'm preparing a post of bulk suggestions to submit to ANet Re: Engineers. Any input is appreciated.

Turrets


Turrets either need to scale with the engineer's stats, or have a minimum life-time(e.g, be invulnerable/highly resistant for 5-7 seconds after being spawned.) Their vulnerability, even with the thumper turret, makes them impractical in many situations.

The "On Next Fire" mechanic needs to be put away. The overcharge abilities should cause turrets to fire immediately, regardless of where they are in their firing cycles. It's extremely clunky in both PVP and PVE.

Turrets should always prioritize the engineer's current target before other targets, unless the engineer's target is out of their range or friendly/neutral and not in combat

Thumper and Rocket Tool belt abilities have extremely long cool downs compared to what they actually do, even after tool belt cool down reductions. Make the Thumper Tool belt also knock enemies down and keep the long CD, but reduce the CD on the Rocket Tool Belt ability.

Gadgets


Gadget based tool belt abilities should be effected by both gadget cool down reducing effects, and tool belt cool down effects.

Gadgets should be changed to act like signets. If their primary(non-toolbelt) ability is on cooldown, they lose their passive effect.

  • Rocket Boots

Passive: Move 25% faster

Active: Blast finisher and self-knock back. (Unchanged)

  • Utility Goggles

Passive: Increases precision.

Active: Fury, Stun Break, Immunity to Blind (Unchanged)

  • Slick Shoes

Passive: Grants faster endurance recovery.

Active: Leaves an aoe patch of oil that knocks down enemies passing through it. (Changed from knock down players in extremely close proximity)

  • Personal Battering Ram

Passive: Reduces incoming damage.

Active: Knocks enemies back. (Unchanged)

  • Throw Mines

Passive: Increases power.

Active: Drop a mine that damages and knocks enemies back. (Unchanged.)

Throw Mine's tool belt needs to be fixed so that the cool down is applied appropriately when players have reduced tool belt cool down effects.

Kits


Sigil support is needed for Kits as a whole. There should be a separate interface for engineers, or a modified hero screen for engineers with kits.

  • Flamethrower

3 Target AOE is fine, but the Auto Attack could stand to add burning once during the middle, and again at the end.

Either: Flame Blast's explosion should be considered a blast finisher and Flame Blast's initial projectile should be considered a projectile finisher, or Flame Blast needs to detonate on contact.

  • Elixir Gun

The Tool belt skill for this is very underwhelming, especially in light of the fact that engineers already have fantastic solutions for AOE regen, but as a healing skill and a tool belt ability. Maybe have the engineer drink a Super Elixir and gain stability/make him pulse heal allies around him, or shoot a piercing needle/spray that copy conditions across successively hit targets?

  • Tool Kit

How the toolkit and turrets interact is a little pointless with the way turrets are designed. Turrets cannot sustain burst damage, and an engineer hitting his gear with a wrench is begging to be AOE'd/cleaved by something. It's just not worth it to repair it.

Hitting a turret with smack/throw wrench should not only heal it, but overcharge it. Otherwise, the Tool Kit is actually a great kit.

Elixirs


I don't care if elixirs do less things, if they will at least always do the same thing. The random element to elixirs is an exhausting mechanic that no other class really has to deal with, and it makes players dependent on engineer support pray that they get stealth instead of stability.

RNG is the constant opponent of elixir engineers, since drinking an elixir and getting Protection over Swiftness is often a matter of life or death.

Elites


We should have elites for every type of ability we have. 1 for Turret, 1 for Gadgets, 1 for Elixirs, 1 for Kits.

I'd prefer if our current elixir option didn't mimic another class's ability.

Supply crate drops should always start overcharged. I see this being our gadget based elite.

Turret Elite: Sentry Turret: Creates a turret that has 2 separate rates of fire. 0.5 for traditional bullets, and 2 for rockets. Since the class is a walking joke about TF2, it seems appropriate that they have a high-powered sentry turret elite.

Kit Elite: Minigun: Since Charrs already have a bazooka, the engineer should pick up a mini-gun instead. While using this kit, the engineer moves 10% slower. The minigun continues to work for a minute, or until 200 rounds are spent.

  • #1: Fire (10x): Range 1200. Deals more damage the closer you are.
    Within 200, within 600, and between 1000-1200

  • #2: Alternate Fire (20x): Range 600. The engineer fires in a cone of bullets instead. Deals more damage the closer you are.

  • #5: Wind, Lift: Wind prepares the mini-gun for use. Lift raises the mini gun, disabling the #1. While player is has his gun wound up, he moves 50% slower, but has stability(similar to the original juggernaut ability)


Edits: Formatting

Posted Dec 2, 2012, 3:30 PM UTC · edited

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