[Heimer Main] Can we improve the feel of Heimer? (A bit in-depth)
Heimer feels a bit off recently, both thematically and gameplay wise. I'm just going to start from the passive and work my way up.
Passive: Techmaturgical Repair Bots Heimerdinger gives nearby allied champions and H-28G Evolution Turrets bonus health regeneration per 5 seconds. 10/15/20/25/30 Hp5
Thematically, as a zoning and siege champion this feels a bit off. The regen is negligible in the grand scheme of things and as a seige/zoning champion it just makes him feel weak in that regard. And what about a revered inventor says, "I'm going to heal you if you stand close to me?"
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.
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.
This spell actually fits thematically, but gameplay wise I feel it's lacking. As a great inventor, why would one's main offensive item be countered by any random AoE spell? Furthermore, why would one turret be strong enough to almost solo a champion? I'd be willing to trade off some turret damage for more tankiness OR giving them some defensive scalings based on Heimer's bonus armor/MR. Maybe even provide resistance to AoE abilities. As it stands, his main offensive ability is rather unreliable vs the majority of current champions in the meta. He's been forced to top lane, only strong vs melee champions with no wave clear.
ACTIVE: Heimerdinger unleashes a wave of 5 rockets that converge to the target location and fan beyond it up to a maximum range, with each rocket dealing magic damage to the first enemy it hits.
Enemies can be hit by multiple missiles, with each rocket beyond the first dealing 20% damage against champions and monsters.
There's really not much I have to say about this ability. I'm sure everyone was a bit salty when it was changed from it's auto aim feature, but the trade off in potential damage for precise hits is a good trade off.
ACTIVE: Heimerdinger hurls a grenade at the target location, dealing magic damage upon impact to all nearby enemies and Slow icon slowing them by 35% for 2 seconds. Enemies close to the center of the grenade's impact are also Stun icon stunned for 1.25 seconds.
Arguably the slowest skillshot in the game, and actually somewhat nerfed post-rework. It no longer blinds, which could be very useful but I think the reward for actually landing it isn't worth it unless it's a direct hit. I think it should stun regardless, and just have the duration scale up with rank. Maybe up the missile speed to increase reliability at the very least.
ACTIVE: Heimerdinger empowers his next basic ability, placing it on the same cooldown as its basic form but making it free to cast. After Heimerdinger has had UPGRADE!!! active for 3 seconds without using another ability, he can reactivate it to cancel the empowerment and put it on a 3 second static cooldown. UPGRADE!!! only goes on its normal cooldown if Heimerdinger uses an empowered ability.
UPGRADE!!! - ACTIVE: Heimerdinger constructs the H-28Q Apex Turret, which lasts for 8 seconds. Its basic attacks splash to enemies around the main target, Slow icon slow affected enemies by 25% for 1 second and generate 20% beam charge per hit, and its beam attack is twice as wide. The Apex Turret does not count toward Heimerdinger's turret limit.
Same issue as before, I don't think it should be as squishy as it is. Too often do I find his turrets, even the Apex Turret accidentally cleared in the midst of a teamfight. Damage wise I feel like it's in a good place, but may be overshadowing the other upgrade options. Too often do I see people complain about the Heimerdinger classic "Ult/Q + Zhonyas" combo.
UPGRADE!!! - ACTIVE: Heimerdinger launches 4 waves of rockets in quick succession.
One of the strongest burst spells in the game, which is great if you didn't have to land that ever dreadfully slow grenade in order to successfully finish someone off in this way in most cases. Maybe tone down the damage to increase reliability?
UPGRADE!!! - ACTIVE: Heimerdinger hurls a grenade that bounces up to 3 times, exploding each time in a larger area and Slow icon slowing enemies hit by 80%.
Probably the lesser used overall, and for a somewhat good reason. While being a great utility spell, it remains overshadowed by the other options especially because of once again; the missile speed and the lack of damage compared to the rest of his kit.
Basically, solidify his role as an actual siege champion instead of a literal glass cannon that drops more glass cannons to assist him. I'm aware people think his win-rate actually means something, but when only a small population actually plays the champion you can't really follow winrates alone.
Oh, and also... fix the bugs, maybe?
http://boards.na.leagueoflegends.com/en/c/bug-report/ug5QyXgG-why-is-heimerdinger-still-bugged
Think it over, pls.