So far I'm loving Engineer, though in my attempts to avoid rerollitis it's the only class I've played.
Other classes might be this way, but I love how it's so
unfocused at first glance. The best way to describe it is the designers gave the class a bunch of tools and said "figure out how to make these work together"; given the class's name, I cannot imagine this is a coincidence. Between kits and the amazing utility belt, the game begs you to find combos that work well together without actually doing it for you
Hit:
Flamethrower pack is amazing
I like the "build a fort" nature of turrets, especially in PvP
Grenades = incredible when defending a fort. You feel like a god.
I really enjoy every single "oh shit, gotta run!" skill. Here's a typical encounter if I'm dicking around...
1. Run up to mob
2. Blowback!
3. Jetpack back over to them
4. Kick them with a flaming rocket boot
5. Rocket boot awaaaaaay!
Miss:
Turrets are weak - weaker than any other pet I've seen. WAR had this problem also. Hope they fix it
Some kits feel absolutely worthless. The medpack kit is like...here, spawn a bunch of pickups that people will ignore. I was expecting a medigun ala TF2 or similar
Likewise, what the hell is the point of the "bomb" kit? Similar effect as grenades, but you can't throw them or even control when they go off. Damage seems comparable. I don't get it.
WvWvW = so so so so so good. They NAIL the feel of sieges - absolutely nail it. As an attacker you're scrambling to build and defend siege weaponry while being harassed from above. As a defender you're scrambling to get supplies and fortify your walls. Then there's the moment of the gates caving in, and panic, and it turns into a bloodbath
One thing I find so fascinating is that players naturally play as if it was a "real" war. People are using the same strategies and verbage any (imagined) General would be using.
Like, earlier today we literally cut off the supply line to a tower in order to make it drop faster. Later, we lost a siege when the defenders did a spectacularly planned sally. On our way back to the siege we encountered a huge force holding us at a choke point on the bridge. A number of people broke off, swam in the water, and flanked them. In the confusion we pushed forward.
None of this is explicitly told to you in the game. Through clever design and common sense WvWvW becomes a complete joy in strategy
love it.
e: oh gross, the below went through 2 different compression on its way to my post. Hopefully this doesn't distract you from the glory