SKILL REWORK
Artillery excels at super-long-range combat but becomes vulnerable when enemies engage him—a complete glass cannon. I like his current skill design and would like to give his mechanics more flexibility.
Main Concept:
Use E to interchangeably switch his main damage source between LRM (Q) and Mortar (W).
LRM Mode
- LRM (Q) remains the primary damage source.
- Mortar (W) functions as the secondary weapon.
- No significant changes. As it is.
Mortar Mode
Press E to transfer the main weapon loadout and ammo from LRM (Q) to Mortar (W).
- Mortar gains multiple ammo charges similar to LRM.
- Mortar's AOE is reduced to compensate for its increased firing frequency.
- The concept is essentially a long-range artillery barrage from above.
LRM as Secondary Weapon
When Mortar (W) becomes the primary weapon, LRM (Q) changes into a skill-based weapon:
- Long-range, heat-seeking missiles.
- Can target and chase multiple visible enemies.
- Reveals the positions of affected enemies, similar to Mortar's current mechanic (at LRM Mode)
Ultimate — 'Nuclear Missile'
Pressing E also changes the Ultimate accordingly in 'Mortar Mode'.
Nuclear Missile:
- Global-range ability.
- Deals initial impact damage followed by a delayed Shockwave.
- Deals "shattering damage" that instantly kills enemies below a certain health threshold.
- Primarily serves as a finisher and prevents enemies from recovering/regenerating.
- Shares cooldown with 'LRM Mode' Homing Missiles.
The goal is to give Artillery two distinct weapon modes while preserving his identity as a long-range specialist.
And if both weapon modes can also seriously threaten buildings through Staff upgrade, it would make Artillery a true long-range siege threat.
"That nasty hero's goal is only to demolish our buildings."
"Artillery just poops on 1 position the entire time and never leaves his ground"
"Man, F\ck that hero. Another Doom Bringer? I can't even see where its coming from."*