Proposed Heimer Buff

SeargentAnus··2 votes·345 views

If you played heimer recently you should realize that he is in a pretty bad spot atm. He still craps on Melee's, but I feel his place shouldn't be in the top lane. Thus I propose this.

H-28G Evolution Turret RANGE: 450 COST: 20 MANA + 1 CHARGE COOLDOWN: 1 RECHARGE TIME: 24 / 23 / 22 / 21 / 20 Heimerdinger stores enough parts for a new turret every several seconds, but can only keep a limited number of turrets in reserve. MAX TURRET RESERVE: 1 / 1 / 2 / 2 / 3 Turrets deactivate if Heimerdinger is more than 1000-units away for longer than 8 seconds, up to 3 turrets can be deployed at a time and deploying a fourth turret destroys the oldest one. ACTIVE: Heimerdinger deploys a turret at the target location. Turrets have 525-range basic attacks and a 1100-range laser beam. The laser beam is a pass-through skill shot that fires upon reaching 100% charge. Charge generates passively and the turret's basic attacks will generate additional charge, with a maximum recharge time of 16 seconds. ON-HIT MAGIC DAMAGE: 12 / 18 / 23 / 29 / 34 (+ 15% AP) LASER BEAM MAGIC DAMAGE: 40 / 60 / 80 / 105 / 130 (+ 55% AP) ON-HIT CHARGE GENERATION: 1 / 2 / 3 / 4 / 5 % New Passive: Weakened Metallic Coating If the turret is attacked by AA's from Champions within 125 Range they will take 1.5X damage. New Passive: Smart Turrets: If a charge beam hits a champion it automatically gains 10/20/30/40/50% charge. New Passive: Overheat: If a turret falls below 25% HP it will gain charge beams 4 times as quickly.

All passives apply toward Ult turret.

6 Comments

The Chin2 votes

This would be ridiculously OP... Heimer's already really strong if you're smart about your turret placement and timing

SeargentAnus1 votes

[{quoted}](name=Axel DC,realm=NA,application-id=3ErqAdtq,discussion-id=AVKcz0oQ,comment-id=0000,timestamp=2015-01-10T22:26:59.966+0000)

This would be ridiculously OP... Heimer's already really strong if you're smart about your turret placement and timing

His past nerfs have crippled him in the mid lane, where he should be played. Numbers could be readjusted but Heimer needs some love.

PrinceOfStorms1 votes

{quoted}

His past nerfs have crippled him in the mid lane, where he should be played. Numbers could be readjusted but Heimer needs some love.

Heimer doesn't promote fun or engaging gameplay though, he promotes turtling, which is very boring to both watch and play against.

SeargentAnus1 votes

{quoted}

Heimer doesn't promote fun or engaging gameplay though, he promotes turtling, which is very boring to both watch and play against.

He has two forms of gameplay that he switches between. First being turtling, which I agree isn't something that should be promoted. The second is map pressure, and zone control. He needs a way to be moved from turtling to constant pressure, mediocre defense, but strong pushing power.

PrinceOfStorms1 votes

{quoted}

He has two forms of gameplay that he switches between. First being turtling, which I agree isn't something that should be promoted. The second is map pressure, and zone control. He needs a way to be moved from turtling to constant pressure, mediocre defense, but strong pushing power.

That would require a change like this

Turrets cannot be recharged, and will deactivate after X attacks. Heimer can pick up turrets (via right click) to grant a temporary second charge on the ability to place turrets (5/4/3/2/1 second hard CD between charge uses though). In addition, turrets cannot be placed within 500 units of each other.

That would probably go a long way towards putting him in a place where he can be buffed. It also helps his mobility because it allows him to move his turrets if need be.

The Chin1 votes

It's all about matchups with heimer

He's got a lot more favorable mathups top than mid, so that's why he's usually played in the top lane.

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