My idea for a Heimerdinger Rework
This is my first attempt to share one of my designs with the community, so apologies if there are some conventions I don't meet.
First of all, here is what I envision Heimerdinger as being about:
- Gameplay focused around turrets
- Powerful laning phase; can't freeze waves, but when the minions are on his side the enemy can't farm.
- Can be powerful late game only if played correctly.
Here are the things that I currently don't like about Heimerdinger:
- Boring laning phase. You just make sure you have 3 turrets down at all times and thats all that ever happens.
- Impossible to gank for some junglers (squishy and short ranged) super easy for others (tanky or ranged).
- His bad lanes are the worst bad lanes. You think taking tryndamere against teemo is bad, try playing heimer against syndra or viktor. It SUCKS.
- Being fed is irrelevant because you have to wait for the enemies to come to you.
With these things in mind, I designed a reworked heimerdinger.
Passive: Research funds -Heimerdinger gains gold passively when he is near his mini-turrets (20 gold per minute). This effect stacks for multiple mini-turrets. Instead of using mana for his abilities, he uses gold. Heimerdinger is an engineer. Engineers need funding for their projects. This ability forces your opponent to try and break the turret wall. It also lets him soak up more gold in the worst lanes, but requires him to think more about what he does in lane.
Q: Mini-Turret -Cooldown: 5-10s. Cost: 10 gold. -Places a mini-turret. He can have up to 3. Mini-turrets at first appear very similar to what they are now. The first difference is the way that the targeting works. Instead of attacking the enemy in range most recently targeted by heimer's basic attacks, they mimic real turrets. Additionally, they don't build up a supercharge like they do now (at least, not at first). Mini-turrets behave the same way when heimerdinger is not around. However, after a minute they upgrade. The effect of this upgrade is determined by the rank of this ability. Rank 1: Gain the ability to supercharge. Rank 2: Supercharge + attack faster. Rank 3: Everything in rank 2 + Gains massive defensive stats IF there are no other mini turrets in its range. Rank 4: Everything in rank 3 + Can remain active when heimerdinger is not nearby Rank 5: Everything in rank 4 + Attack even faster Turrets are now going to be almost the sole source of heimerdinger's damage. To this end, they scale better into the late game. However, in order to access this power, Heimerdinger has to always be a step ahead of his enemies.
W: Jet Propulsion Module -Cooldown: Somewhere around 20-15s. Cost: 5 gold -First, this ability aims weird so here is a brief explanation. You trace a path with your mouse, which can be any path up to a certain length. Heimerdinger creates a drone that flies along that path. When the drone reaches the end of this path, it explodes, dealing damage. This ability has 0 range, so Heimerdinger must walk to the start of the drone's path (just like when you cast an ability out of its range) to construct it. If he makes the drone on top of a mini turret or freezing vortex, the drone will carry that object along. The object will still function while in the air, and can't be targeted. If Heimerdinger reactivates this ability before the drone finishes its path, then the drone will drop its cargo early, but continue flying. The speed at which the drone flies (and thereby its maximum distance) is determined by the rank of this ability. The new Heimer is not going to want to replace old turrets with new ones, since turrets cost gold and old turrets are more powerful. This ability allows Heimerdinger to reposition his gear, instead of continuously rebuilding.
E: Freezing Vortex -Cooldown: Around 30s. Cost: 10 gold -Heimerdinger places a refrigerating contraption which cools the air around it. Enemies near the freezing vortex are slightly slowed. The freezing vortex acts as a coolant for mini-turrets, giving mini-turrets in its range a small attack speed boost. When a freezing vortex is dropped from a drone, it releases a blast of cold air that damages and stuns nearby enemies. Freezing vortex lasts for 1 minute, but Heimerdinger can only have one down at a time. Old Heimerdinger had substantial poke in his E+W combo. His new W and E both have new utility, so he can’t poke as often. However, if he manages to get a drone to explode while dropping a freezing vortex, the payoff is still there.
R: Hit the Red Button -Cooldown: 60 seconds: -All of Heimerdinger’s contraptions go into overdrive. Mini-turrets gain extra range and attack speed, jet propulsion modules move faster, and freezing vortex gets extra range. After 5 seconds of this all of his contraptions explode, dealing large damage in a smallish area around them. Enemies can be hit by more than one explosion, and take full damage from each. (Heimer is no sissy gangplank). All constructs explode together, so freezing vortexes wont drop from drones before exploding. In order to to really succeed in a teamfight, Heimerdinger has to use this ability at the perfect moment. Too late and he will be killed, too soon and all of his stuff is gone and he is useless.