gamlith wrote:I love the idea of the engineer and play it alot along side my runepriest. I remember in live there we many problems that i am (not surprisingly) again running into.
Of all the dps to bring, why an engineer?
I saw a similar question made but for the tanks (Why bring a swordmaster?) I am happy the devs wish to address it.
But why bring an engineer? It's aoe is overshadowed by a bw or slayer. Its single target and be easily delt with. It utility? The tinkering tree does have some nice group buffs such as the keg and ap regen, but only effects people with in 30 feet (so unlikely to effect the mdps and tanks pushing in.)
We have some great concepts but are lacking. Lacking even in basic utilities.
No Hdebuff, range snare, or a snare breaker. (perhaps the snare breaker can be lived without) but a range snare is invaluable for survivability and a Hdebuff for group utility.
This is one of the concepts I was trying to describe earlier, but you summarized it in a very neat fashion so I wanted to expound upon this point.
Why bring an Engie or Magus?
Of course, their damage will never be as good as a BW or Sorcs, thats a given, just due to how backlash/combustion work, nor or they as fragile. This is fine, and by design (of course the same argument could be made for SH/Squigs, but they do have a niche that the Engie/Magus do not).
The point I made was that they "should" be brought for their utility, not their damage, as they will never be the primary ranged damage dealers in this game, that niche is filled.
However, the disparity in utility that the Magus/Engie has vs the other RDPS classes isn't great enough to justify their lack of damage in comparison. I fully agree that these classes have always, always, needed more utility. That "should" be their niche and they have some decent utility options, but it is not now, and has never been "good enough". The lack of a ranged snare is a perfect example. The heal debuff, I'm not sold on, I'd honestly much rather have the SH/SW as the ONLY RDPS who has that option available, to keep them in line with their niche. The BW should not ever, and still should not, have a heal debuff, that was always brain-dead design. The one option I could go for is a 25% AoE incoming healing debuff tied to a current ability. Or, they could be the only RPDS to have an outgoing heal debuff, I'd be good with that as well. But each sub-archetype needs its niches, and I don't think the Engie/Magus need to get a 50% incoming as that would devalue the SH/SWs niche.
There is an unlimited amount of changes one could make to the Engie/Magus to make them better, more viable, and well rounded classes. I think the consensus from Engie/Magus players, from live until today, is that they have always needed more utility, not damage. People making and playing these classes know they aren't BWs/Sorcs, but they also realize that as the "medium" damage RDPS classes, they should have the utility and survivability to make them viable, and they never have.
These classes have always been conceptually flawed in design. And the mass pull abilities have always seemed to me like a terrible approach to balance on Mythics behalf. If you give an underpowered class one grossly overpowered ability, your design was terrible, that is no way to ever try to balance anything (and it was grossly overpowered on launch, not so much anymore).