@Riot Proposed changes for Heimerdinger

Lugg··3 votes·485 views

The Donger has been sitting at a comfortable win rate of 53-55% for a very long time. What I am proposing isn't really a nerf, but a redistribution of his power across his kit. This will still keep him very viable but lower the overall toxicity of his kit.

First off his turrets. The damage on these needs to be lowered. This makes Heimer have to be more involved with last hitting minions and allows him to actually be dived by a good mid and jungle team combo without the high chance of a double kill for Heimer. In return, the durability of the turrets will be increased to keep them from being instantly deleted by enemy champions and the CD will be slightly lowered.

The micro rockets are fine. They provide long range poke with good damage at a fair mana cost. Plus they are a skill shot that actually takes some skill.

The grenades are what will be buffed to compensate for the nerf to the turrets. Increase the damage and have the stun scale up on levels from 1 second at level 1 to 2 seconds at max rank. Being that this is also a skill shot, it will require Heimer to be more involved with fights and make better decisions.

His ult can remain basically the same with a slight decrease on turret damage and a slight increase on grenade damage in line with the above changes. With this change, Heimer will really have to decide which of the 3 ults best fits the situation.

This will move Heimerdinger from being just a sit back and farm mage to one more involved with what is going on in the game. Plus moving his kit towards more skillshots will lesson the hate most players have towards him by increasing counterplay. Hopefully you agree with these proposals, if not, I would love to hear the logic behind not going this direction. Thanks for reading!

4 Comments

dEAdbUs1 votes

Play Heimer and try to win a game. After appearing Luden's Heimer is useless, because any APC can oneshot his turrets. Plus Juggernouts don't care about Heimers and kill him in a blink of an eye. Your Heimer main.

If you have problems in laning vs Heimer - buy early hexdrinker, it counters him complitely.

Lugg1 votes

Did you even read my post? I specifically said to buff the turrets. Juggernauts don't care about anyone right now, they will be nerfed down for sure.

Hexdrinker helps against Heimer but is FAR from countering him completely.

dEAdbUs1 votes

First off his turrets. The damage on these needs to be lowered. This makes Heimer have to be more involved with last hitting minions and allows him to actually be dived by a good mid and jungle team combo without the high chance of a double kill for Heimer.

Don't see any buff here.

The grenades are what will be buffed to compensate for the nerf to the turrets.

Actually even you called it "nerf".

In return, the durability of the turrets will be increased to keep them from being instantly deleted by enemy champions and the CD will be slightly lowered.

What the reason to increase their hp, and same time lower cd? Higher hp -> spam turrets less -> don't need much cd.

The grenades are what will be buffed to compensate for the nerf to the turrets. Increase the damage and have the stun scale up on levels from 1 second at level 1 to 2 seconds at max rank. Being that this is also a skill shot, it will require Heimer to be more involved with fights and make better decisions.

Graneds in most cases used to chainlock someone (already CCed target), so I dont see there any options for better decisions.

His ult can remain basically the same with a slight decrease on turret damage and a slight increase on grenade damage in line with the above changes. With this change, Heimer will really have to decide which of the 3 ults best fits the situation.

Imho his grenade ult is best already. After turret's nerf, plus tons of AOE in current meta, turret will die in moment. Rockets have really stupid mechanics, because it can't be properly targeted. While grenades have nice damage plus insane AOE cc (great for fights).

This will move Heimerdinger from being just a sit back and farm mage to one more involved with what is going on in the game.

He's siege mage. Mb best in game, but he's very team dependant and actually easy to counter.

Lugg1 votes

{quoted}

Don't see any buff here.

I said that it was a redistribution in his kit. That means you nerf one section and buff another.

What the reason to increase their hp, and same time lower cd? Higher hp -> spam turrets less -> don't need much cd.

The reason to increase their durability (whether thru health, armor, MR, etc.) is to keep them from being one-shot. Lower CD lets Heimer reposition them easier during fights.

Graneds in most cases used to chainlock someone (already CCed target), so I dont see there any options for better decisions.

His grenades are probably his least used ability. This encourages players to use them more instead of turrets.

Imho his grenade ult is best already. After turret's nerf, plus tons of AOE in current meta, turret will die in moment. Rockets have really stupid mechanics, because it can't be properly targeted. While grenades have nice damage plus insane AOE cc (great for fights).

This allows Heimer to be a better initiation tool for his team.

He's siege mage. Mb best in game, but he's very team dependant and actually easy to counter.

Heimer is probably the least team dependant mage. He can have his turrets up, pop ult turret, Zhyonas, and take on multiple enemies by himself.

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