Heimerdinger

Divewing··3 votes·666 views

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.

  1. 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.

  2. 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.

7 Comments

Fox Tango1 votes

ᕙHeimerdinger ᕗ

You are poorly designed for this.

Klatn Yelox2 votes

Yep. 'bout sums it up. I am all for more turret health late game, but honestly think there should be different scalings. Give a turret a %health scaling, on its health, where the more health Heim has, the more health turrets have. That would make building a Rod of Ages actually mean something, as opposed to "You are tanky, but no AP. I kill turrets, you have no DPS. You die." This would let players build more than the straight AP builds Heim is used to. Armor and Magic resist on the donger should scale partially into his turrets too.

Divewing1 votes

He just has a real half-finished feel i think at the moment, almost like "here's his kit, it revolves around turrets and......oh screw it everything scales with AP, JOB DONE EVERYONE"

Erockandroll1 votes

[{quoted}](name=Klatn Yelox,realm=NA,application-id=3ErqAdtq,discussion-id=8H2xldqB,comment-id=00000000,timestamp=2015-02-06T10:20:58.902+0000)

Yep. 'bout sums it up. I am all for more turret health late game, but honestly think there should be different scalings. Give a turret a %health scaling, on its health, where the more health Heim has, the more health turrets have. That would make building a Rod of Ages actually mean something, as opposed to "You are tanky, but no AP. I kill turrets, you have no DPS. You die." This would let players build more than the straight AP builds Heim is used to. Armor and Magic resist on the donger should scale partially into his turrets too.

I don't think that's Really a good way about Balancing Heimer. You would make the key Component of his kit scale off of two completely different stats. You would have to completely revamp his scaling.

Honestly I feel like the single scaling Really defines how he should be played. He's not meant to be tanky, but rather he is suppose to use his Turrets for zoning, taking position in to account for surviving.

As for OP's comment about Ramping Damage on his Turrets. That would make any amount of CC That much more powerful Which is already built into heimer's kit.

Pucking Purrfect1 votes

Yeah lets nerf Heim just because some player rekt you with him and you are whining on forums.

Divewing1 votes

Is this a nerf. I have said my piece, and i have gone further to suggest compensation for the negative changes, which i think would make heimerdinger more interesting to play both mechanically and strategically. If that still isn't enough, increase the ap damage on his stun, make it something that really is worth landing, and not dodged by anything with a reaction time equal or faster than a brick. While i would like to have a proper conversation with you, and discuss the matter further, looking at your comment history doesn't give me much hope. Thanks for reading the first line and jumping to conclusions, next time, read the whole damned thing or kept your snotty opinions to yourself.

Pucking Purrfect1 votes

Lmao. What the hell do you think Heim is? A support champion? The changes you are talking about is bs tbh. Those changes wouldn't make heimer more interesting, you just want Riot nerf heim to death and thank God that's just your opinion. His AA damages like a minion. I lol'd when you said lets buff his stun damage and take away his turret damage. Keep whining.

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