Desktop Tuesday: The Engineer

So here’s some engineer feedback:

  • As mentioned by @megashub above, leveling the engineer is kinda slow (hijacking this topic for a moment to say that leveling a herbalist is also ridiculously slow)
  • Turrets and traps are too expensive and too weak against monsters
  • The autoreplace feature puts hearthlings into dangerous situations because they go to the battlefield to replace a consumed trap or turret
  • Moving a trap/turret that is being replaced is currently impossible. When a trap/turret is destroyed after it’s selected to be moved, the move command is cancelled
  • The way turrets go poof is rather immersion breaking. I’d rather have the engineers craft ammo and reload the turrets with that instead of placing entirely new turrets
  • Adding to the point above, traps/turrets should also have a “broken down” state that is salvaged by the engineer for some materials
  • A range indicator would be nice when placing the turrets
  • I saw this mentioned somewhere by someone, but I’ll say it for better visiblity: there needs to be an indicator on the engineer’s nameplate of the number of used turret/trap count

To be fair, I’m not a huge fan of the automated turrets. It kinda implies some really, really advanced technology, possibily even magic. I’d rather have the engineers craft turrets that need to be handled by hearthlings. Or at least have a magic themed class craft a reagent that is added to the turrets to make them automated by magic.

Traps on the other hand, are a wonderful addition. Unfortunately, they are kinda weak now, as they are spotted from miles away by kobolds. Aren’t they supposed to be hidden? A visual indication of the stun effect should also be added eventually.

The goggles are amazing! @Allie :heart_eyes:

That was all that came to my mind for now. I kinda want to write a fan-fic about an engineer right now, but time doesn’t allow. Beside, folks didn’t even have the time to read the latest one yet. :frowning:

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