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  1. I can't really think of a time besides his initial release that he could ever be considered overpowered. There is and has always been so much easy counter play against artillery for him to ever be considered overpowered.
  2. I'm really loving all these PTP and non auto-attacking focused ideas. It looks like this is the general better direction for Artillery. So what if we made it so that PTP's damage also scales off of his damage too? That way Artillery does scaling mixed damage. Something like 10/20/30/40 + 50% of attack damage. The main issue I'm starting to see is that we're loading up a lot of stuff into the E, which makes sense since it does the least now. Would we maybe want to shift some effects into mortar or LRM in order to balance things out?
  3. A little overlap is fine, because even if Artillery can be more actively auto attacking between the 600-900 range , Flint will outperform him. And to compensate for not being as good as Flint is in that range, he has access to farther ranges of combat.
  4. I was going to settle just for - Increase LRM flat damage back to 12 at least This should allow him a better shot during laning phase - Remove all Creep damage reduction, whether it be flat out removal or like Macrohard's scaling removal This should allow him to be able to farm consistently provided he has enough damage starting around mid game Now he can actually defend base from bigger creeps come end game And if you feel that this would make him a little too much, lop off some of the Special Ammo extra range by 200 or something I thi
  5. But the thing about it is that when it comes to MW, Artillery is already banned for the majority of the games. Throughout 2020 at least, I don't think I've seen a single Artillery in any of the MW games I've played because he was outright banned. Slight QoL buffs won't affect that, because he will always be a hero with a high ban rate in MW. Also, as long as you don't touch the direct damage scaling portion of the LRM, there shouldn't be an issue. The main problem people have with Artillery MW is when he hits you from far away, not when he's shooting creeps for gold. Considering the pace
  6. Are you then willing to put a band aid on him next patch until we can solve the core issue then? And as for fixing that core issue, have any of the ideas I have proposed sound anywhere near receivable? I want to make this an easier process for you with fruitful discussions that provide good/detailed suggestions. But I need to know if my ideas are shit or not.
  7. Is it really impossible to make even slight number adjustments till you can properly look at him then? Things like: -Up LRM damage from 10 to 12 -Lower/Remove LRM damage reduction to creeps -Increase blast radius of LRM by a little -Lower cast range from Special Ammo in compensation My little coding experience tells me these are just variables you can easily tweak. Is it really that hard to change these things mechanically, or do you really think Artillery does not need any help. I can guarantee you small changes like this will be nowhere near the levels of imbalance o
  8. Backburner at this point is equivalent to condemning him to mediocrity forever. You're saying he's hard to balance, then let's talk about how to fix it here. If his extreme long range focus is inherently the problem, which I agree with, then let's tackle that first. Why don't we start with lowering his max range from 2k down to some where around 1500? Shift his effective range downwards, which would encourage him to play with his team.
  9. I can't believe I forgot how much he got gutted. Thanks for posting this
  10. Artillery has been in a rut for a long while now. I'll come out and say that I really dislike the current iteration of Artillery (which is essentially the first reworked Artillery). So I am bias. But, that doesn't mean I don't play him. He is still among my more frequently played heroes and still one my most favorite heroes that HoN has every created. There is no other hero that can be compared to him in other MOBAs. So I'd like to talk about the problems Artillery has in his current state, hoping he can be fixed in future patches. I apologize if the organization of this post is really bad, I
  11. Here's my thoughts on some changes I'd like to see post-4.86. Sorry if it is very disconnected from the current conversation, I just didn't know where to post it where it would last. Gladiator: Problems- Glad is a bit too strong right now. I don't mind heroes dealing big damage if they have to work for it, but currently Glad's damage output is just so free., which makes him so strong mid lane (or any lane really). It mostly stems from Showdown: it has a very low mana cost and has essentially no counter-play early to mid game for most heroes. As long as Gladiator can cou
  12. Pretty good patch for everyone it touches upon directly. I like the GV buff. The DM drink looks like a nice and welcomed legacy change. Surprised I'm not seeing a harder nerf on the jungle though. I think the easier junglers (lego, ws, sol,keeper) are going to keep speedrunning it and come out 2-3 levels ahead of everyone by mid game still. Sad not to see any nerfs on Glad. He's just got too much going for him, especially mid. He can easily cast all his shit with near 100% accuracy provided he's within 400 of you. He's also never mana choked like his other strength caster counterpart
  13. I don't know if this is an intended outcome, but if you hit somebody with the tip of Blast Off boosted with Jade Spire, the unit will be blasted towards Nitro. Also there is no blast animation outside of the initial intended blast zone which might be confusing for some players.
  14. Nothing makes me harder than Macrohard's math
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