I would like to discuss the balancing with certain classes. Although I feel this is a very subjective topic, I feel that some subclasses are extremely weak compared to the rest. The two main classes I’d like to look at are the Ambusher and the Combat Engineer. This isn’t to say that they are useless, but rather they are significantly less useful than the rest for no reason other than novelty. Both are the final subclasses of their respective class, and they are both the most “specialized” in my opinion, in that they have a specific purpose or niche that is felt.
The Ambusher is supposedly used to ambush enemies, thus the increased damage to the back. The problem is, most of the time, this just isn’t viable. Furthermore, you can only equip one handed weapons, the best of which (for ambushing) is a small knife. This negates the increased damage to the back, as you’re using a weaker weapon. It would be much more affective to use the Maul as it kills in two hits (assuming you land a heavy attack on the back).
Also, the special ability of the Ambusher is just terrible. The Quiver ability, although quick to recharge, simply just replaces all of the throwing knives you have. It would be better if it replaced your bandage as well, or if it resupplied your allies around you, but it doesn’t. It’s all around a much worse ability when compared to other Vanguard abilities, like Oil Pot or Horn.
Overall, the Ambusher is just underdeveloped in its option in combat. Its weapons are weak, its passive is borderline useless in most situations, and its special ability is trash.
The Combat Engineer
The Ambusher is significantly better than the Ambusher when compared to its relative Footman subclasses. The weapons are all specific to the subclass, and although they aren’t all that impressive, they are significantly better than any knife. Having 2 gadgets instead of 1, the Combat Engineer can place two walls and one bear trap.
The idea is good, as their walls cover a decently sized area and their bear trap is quite large, but they aren’t that useful. While the walls can be combined to block off a doorway or funnel enemies in a specific direction, the bear trap feels like little care was put into it. There are very few areas where you can lock off with a bear trap, and it can be broken very easily. This is also tailed by the fact the bear trap is extremely easy to see in all environments. You can’t exactly hide it. And 50 damage? That’s just pitiful. The bear trap may temporarily disable the enemy, but unless you’re camping it, you won’t be able to capitalize.
All around, I feel like there is little thought put into the bear trap for the Combat Engineer. Perhaps the damage can be increased to 80 or even 100 to make it more threatening. This way, you wouldn’t feel obligated to camp the trap, as it would still be helping your team severely injure an enemy without your presence. Oh, and ammo boxes definitely need to resupply the trap. This can be balanced by having the last trap automatically destroy itself if you place another.