Heimerdinger Nerf/Rework Idea

IlIlIlIlIlIIll·8/6/2015, 7:08:35 PM·1 votes·591 views

About: As a Heimerdinger Main, I have been having so much fun with the little yordle, but there is just one idea I had, that would make Heimerdinger more fair, difficult, and in my opinion, FUN!

About the Idea: Heimerdinger's Q [H-28G Evolution Turret] has to be one of the most powerful skills in the game, this ability is extremely annoying to players and has the power to completely change a fight into Heimer's favor, such as when you get ganked the fight is a 2v1, Heimerdinger has to kite the 2 enemy players in the rings of his H-28G Evolution Turrets, and stun them to win, of course Heimerdingers ultimate can change the fight even faster, but, it is not his ult that is the issue, it is his Q.

Idea: When you place a H-28G Evolution Turret on the ground, there will be a ring around the turret, displaying it's range, the concept I had is to add an even smaller ring right beside the turret (Inside the range ring) This ring is what I call the Repair Station, Heimerdinger may enter this ring (All he has to do is stand inside of it) and it will automatically heal the turret (based off of his passive) [Techmaturgical Repair Bots] And will also, give/Refill the turrets ammo.

Turret Ammo: Every time the turret shoots with its basic attacks or (cannon) the turret will lose (1) ammo Every time the turrets shoots the beam attack, the turret will lose (3) ammo

Cannon: Lose (1) ammo per cannon shot

Beam: Lose (3)

H-28G Evolution Turret: Heimerdinger stores a Spare Part periodically, up to a maximum amount stored at once. SPARE PART RESERVE: 1 / 1 / 2 / 2 / 3 ACTIVE: Heimerdinger deploys a H-28G Evolution Turret at the target location. Turrets have short-ranged basic attacks, prioritizing Heimerdinger's attack target if within range and then the closest enemy. MAGIC DAMAGE: 12 / 18 / 23 / 29 / 34 (+ 15% AP) (Cannon) Additionally, each turret has a charge, gaining 6.25% of its maximum charge each second and an additional percentage on each basic attack. At full charge, if there are enemies in range, the turret consumes its charge to fire a long-ranged laser beam that deals magic damage to all enemies it passes through. BEAM MAGIC DAMAGE: 40 / 60 / 80 / 105 / 130 (+ 55% AP) ON-HIT CHARGE GENERATION: 1 / 2 / 3 / 4 / 5% Turrets deactivate if Heimerdinger moves far enough away from them for more than 8 seconds. Up to 3 turrets can be deployed at a time, and deploying a fourth turret destroys the oldest one.

PASSIVE: Each time the turret shoots with it's CANNON, the turret will lose (1) ammo Each time the turret shoots with it's BEAM, the turret will lose (3) ammo Heimerdinger can step inside the smaller ring, (Repair Station) and will repair the turret's health, based off his passives healing per second, Additionally, Heimerdinger will add 1 Ammo per second to that turret.

Extra Information: As I mentioned, Heimerdinger's H-28G Evolution Turret, makes it very difficult for the Enemy To last hit due to the turrets poke, and zoning. Maybe you could change the way turrets focus players (How it prioritizes) When a turret is out of ammo, the turret will keep shooting at it's current target, but will not shoot anything, and will make a click click click sound warning Heimerdinger it is out of ammo.

Nothing else needs to be changed but his Q.

-I feel that this would be a good nerf/rework to Heimerdinger, it makes it more difficult and it requires Heimerdinger to be more active (running around constantly to heal his turrets, while also giving them Ammo -Turrets are not as dangerous as they were before, making it also harder to win 2v1s.

I really hope people like this idea, and Riot Could consider adding something like this in the future.

Credit to http://leagueoflegends.wikia.com/wiki/Heimerdinger

Thank you for reading this

Signed

Heimerdinger Main -TheInfiniteSenty

0 Comments