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- Their offense only scales with 1 stat: engi. Meanwhile, the other builds can pick from at least 3 different stats (% damage, + damage, attack speed, and sometimes range too). Even defensively, playing engi means lifesteal is not an option, and you're forced into regen.
- The turrets' damage type changes along with their tier (T2 is burn, T3 piercing, and T4 explosive). So any burning upgrade becomes useless after upgrading your turrets to T3, for example. The other weapon types don't have this problem: a flame thrower remains a flame thrower no matter its tier.
- They're extremely limited in their weapon choices. Basically, you only want wrenches and standalone turrets (which aren't weapons). There are screwdrivers/mines too, but they seem... really awful. They're useless against ranged enemies, they have a huge 12 sec cooldown, and they often randomly spawn in a corner, making it impossible to kite a large group into them. To add insult to injury, they get triggered when the player walks on them, so you have to circle around them everytime.
And even if the screwdrivers were good, that would only amount to 2 weapons. Melee / ranged builds get a lot more variety.
I would suggest adding weapons for each turret damage type. One for burning turrets, one for piercing turrets, etc. Or it could be other engineer devices, not necessarily turrets. That would help a lot for points 2 and 3 above.
As for point 1, it's tough. I did manage to make a "full" engi build with only wrenches and standalone turrets, and it was pretty strong (I had to buy 2 rabbits for the rerolls...). Adding %damage and attack speed to it would clearly be too much. Reducing the base stats of the turrets or the scaling % could make it balanced, but it would also make engi feel less unique.