Heimerdinger's changes didn't hit quite right

crzymdscntst·6/1/2017, 10:01:27 PM·1 votes·138 views

Hextech Affinity: Turrets die too quick. Easy to shut this passive down. (Though that's more user-error if people don't.) Players who don't know it cannot respond to it with clarity. There's a delay on application just after placing turrets, so no quick speed boost for placing a turret while running. (Counter-intuitive) Distinctly crippled by tower death. Gets worse the more your team is losing towers. (reverse snowball)

**Turrets: ** Laser charging based on skillshots actually makes them more rewarding. However, durability of turrets mean that the turrets often do not even fire their lasers. The charging is way too reliant on skill shots at this point and needs some other charge method, even if it's Heim's auto-attacks on enemy champions. (Which would probably shift this just into a healthy risk/reward.) I primarily will say that it's also the range on the charging that's an issue. Landing a skillshot could be enough to charge a turret, but if you're not in range of the turret, it doesn't charge. This locks Heim even more down where his turrets are than it did before. The charge bar will reset if they deactivate. Turrets also need durability due to reduced dps early. Without durability and a less frequent laser firing, when killed, they remove Heimer's stay-power to farm. Farming is severely crippled early game, where it's key. End-game power becomes irrelevant if you lose early game.

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