

The hard cooldown limit and the no cooldown while charging on the secondary keeps you from solely relying on it which is good. The whole idea should be the constant bounce between m1, alternate, and special with a dash of utility mixed in. Perhaps a fast piercing or shotgun style attack with a bonus to proc chance. The ice wall is fine but I think the jump being placed as the alternate here makes more sense so a different final skill can be added.Īs for the flamethrower I think it either needs to have range scale up with a stat or there needs to be an alternate that works as a good way to proc items while having more range. Even the cooldown being paused when charging an attack is it keeps you from using just your secondary. All issues with this I feel stem from the issues with the rest of the skills. This would make the m1s a choice between better for short runs or better for long runs. Some changes here would be either have a way to increase the number of charges on her primary either as part of an existing item or have it scale with a stat, or make the alternate m1 have a longer base cooldown but recharge the entire stack at once. 5 second cool down limit while only ever having 4 charges.

All of the real complaints I see stem from the fact that most of her skills struggle to maintain this rotation past the first or second loop. The two main issues in my mind are the alternate m1 is trash and she doesn't have a good late game skill for her rotation.Ī big part of her fighting style is supposed to be the rotation between her skills. While I agree that she does need some buffs most of the changes suggested would make her no different than other characters. I get a feeling that Artificer isn't for a lot of people. Dunno why hopoo decided to make her a """""""special""""""" hero by giving her that all-skill-have-cooldown gimmick while at the same time making her F tier or softlocking her for late game runs The fix ? Make the "no cooldown" actually no cooldown instead of a 0.5 sec cooldown or simply make her left click just like every other survivor. Whenever I'm playing with my friend using artificer I just feel like shit and a burden past level 12~16 on monsoon and I definitely won't do 100 stage monsoon run challenge with her where huntress or even fcking commando could scale much better than her The vast majority of item in ror2 is scaled around proc coefficient which means you need to attack faster to scale better which also means that artificer can't scale or at the very least scales very very badly compared to other heroĪnd this is much more fleshed out with command activated, other heroes can still do just fine and rip 10 scavengers in a sec while artificer struggles with 1 malachite brass conception. I also know that I shouldn't treat her fire/Thunderball as a "main" attack but rather view it as one of her skill and use them all to nuke enemiesīut her most major flaw is exactly that, all her skill has a cooldown which makes he the shittiest late game hero. Before I got flacked yes I know that she is not a sustained DPS or hold-left-click hero.
