These changes may have very well been already suggested but I couldn’t find them so figured I’d give it a crack.
1. Change Health to 110 and sprint to 420. Makes no sense giving him the same stats as Skyhammer. He should be in between both Kira (Light) and Skyhammer (heavy) to give him some point of difference. As it is now, he’s a second tier Skyhammer.
2. Ability change.
So as it works currently, You have to aim it (clunky, takes time) hold it (more time) and hope that during all this:
a) you aren’t just shot while standing there staring at them.
b) they see you calling it in and move
c) it takes too long and they sprint past long before the arty strike actually hits.
d) you realise you could have just shot them and achieved the same result.
Solution:
The weaknesses stem from maintaining line of sight and how slow it is to call in. To fix this, I suggest letting Arty use his current lock on mechanic to PRE-SIGHT where he wants his artillery to go. Once the position is locked in using the current method, he can then call it in instantly whenever and from wherever he wants (obviously pending a cool down). Could then repeat aiming it if he wants to reset the location (hold it to re-aim, click it to fire on the move)
So in essence it would function a bit like fletcher’s sticky bombs, but obviously with different cd/restrictions. It would also keep the current red dot warning on the ground and time from firing it to it actually landing.
I feel like this would actually make the ability useful without needing to change its damage values or aoe radius. And it would solve all the issues that come from requiring line of sight as you can pre-set it in safety and then quickly set it off in the middle of a fire fight. Plus it kind of makes more sense as artillery is often pre-sighted and the coordinates are just given a designation and called in repeatedly.
Thoughts?
. Any how I do see alot of these change arty things whereas I think he’s fine
just my opinion however.