Heimerdinger
This may come across as some guy rambling about crap he doesn't understand, but why is SOOOOO much of heimer's power put on his turrets. They win his lane essentially for him, and will survive a hit from almost any spell a mid laner can throw, requiring either an extra spell and/or AAs (meanwhile the other 2 are shooting you in the spleen). In the end, it is a forced farm lane from champion select (asides from 1 or 2 hard counters-but that shouldn't be a factor considering there are at least 20 other champions that have to deal with it). It's not quite counterplay, as much as can't-make-any-play-in-general.
I would like to give specific numbered suggestions to some changes but I don't know how the numbers thing works, so I'll have to just list the ideas.
-
lower health on turrets early, higher late; the idea with this is that with some health lowering, they could be taken out with 1 spell (or 1 spell and aa if thats too hurtful), but they take reduced damage if multiple ones are hit with the same spell (ie: takes normal damage from talon rake, but if talon rake hits all 3, damage is reduced), and give him only 2 turrets he can hold in ready-stasis. Also addresses the issue that the collapse immediately in late gate fights As compensation; reduce the reload time on his turrets, and increase missile speed of the-worlds-slowest-projectile (e). ^The main idea behind this change is it gives both parties breathing room around turrets, should the enemy laner shut down all the turrets, heim has a chance to stun them with some quick follow up damage from W, at the same time providing a window for the other laner to actually engage on heim.
-
Turret damage on 1 target starts out at less than before, but slows (small), and gradually ramps up, resets on each target change, multiple turrets laser deals less damage to one target, and have reduced range. ^ In all honesty I'm not a fan of this, but the idea is he is the same as before, focusing on his farm lane but giving the other laner a chance to farm themselves, also stops the "I smacked down 3 turrets before the waves got here, now my minions are at your tower", but he will still lay down hurt when someone tries to jump in on him too carelessly.
Again I have to reiterate that I don't understand how scalings etc work, so if anyone who reads this would be able to put some number into my ideas, I would greatly appreciate it. A final note: I guess this could be considered biased, as I don't enjoy games with heimerdinger due to how 2 dimensional it is, but that's something that is obviously opinion, so this may not be a proper reason for my suggestions to go through, or even be considered at all.
ᕗ