Some love for the donger
A while ago, heimerdinger
, received a reboot of his kit. Upon this rework, the donger was fairly strong, with a great lane phase and, if you were ahead, a strong team fight. However, if you fast forward a few months, things changed. Damage and Health of his turrets were blown to bits, leaving his core spell useless, besides guaranteeing the enemy +9 gold when the enemy laner kills them in one spell. As of right now, there really isn't any reason to pick him, as he is essentially a shit version of
. Heimerdingers niche was Zone control and baiting. The buffs heim needs are not game breaking by any means, but would immensley improve his gameplay. First, change the passive. Originally, it was a neat little thing that let him heal the Lane turrets. Now, it is a health regen aura on a solo laner. Possibly a little mobility while in range of a turret (Hextech magnetron boots). Second, his turrets need to be able to do something early game. Half the reason heim exists is to zone people, so it would help to have his main damage source able to do damage. Ideas include buffing the turrets base health at early levels, Giving them a BT-like healing/shield effect (no idea how that would work thematically), AOE damage reduction (like the spiderlings), or if heim had a way to make them untargetable (say, 10s when he casts an upgraded turret, 10s when the basic turrets are spawned, or allowing heim to target them with wrenches for a 1.5 s invuln for all turrets). Some buffs to the damage would also be nice (Bullets and missiles currently hurt less than a fat man throwing beer in your face), but are nowhere near as needed as survivability for the turrets, and a passive that... you know... does shit.
FOR GREAT SCIENCE!!!!!!!!
EDIT: To clarify, My issue here is that the passive is invisible stat boost that is not useful in his role, and that his turrets die to anything and everything.
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