Heimerdinger Glitch (Nothing New)
For those that main
, we experience the ghost firing of cannons frequently. That's years old.
Here are the issues:
- Cannons placed on T3 towers will NOT attack the inhib. after turret is destroyed. Even R+Q. Sometimes.... other times it works.
- Cannons ghost firing is random(?), but reveals the direction of champs.
goes invisible (Q or R) and then cannons ghost fire, I see you. - Heimerdinger becomes invisible to Riot because he changes the game pace, good and bad, and is too hard to balance.** 10/10** Riot stops reading here.
(TLDR: "Oh God... Another player complaining Heimer is OP / UDP...")
"Wait, Zeift! Invisible you say? What about: ..."
v8.9 MANA REGEN : [6] ⇒ 8 per 5 seconds BASE MANA : [308] ⇒ 385 MANA GROWTH : [40] ⇒ 20
v8.1 BEAM BASE DAMAGE : [200/270/340] ⇒ 100/140/180 (0.7 ability power ratio unchanged)
v7.22 BASE HEALTH : [476] ⇒ 488 HEALTH GROWTH STAT : [75] ⇒ 87
v7.10 (The Big One) BASE HEALTH REGEN : [11] ⇒ 7 HEALTH REGEN GROWTH : [1.75] ⇒ 0.55
Passive - Hextech Affinity SPEEDY HEIMER : Heimerdinger gains 20% movement speed when within 300 range of allied turrets and turrets he creates H-28G Evolution Turret STACK LIMIT : [1/2/2/3/3] ⇒ 3 at all ranks STACK GENERATION : [24/23/22/21/20 seconds] ⇒ 20 seconds BASE DAMAGE : [12/18/24/30/36 (+0.15 ability power)] ⇒ 6/9/12/15/18 (+0.3 ability power) BEAM DAMAGE : [40/60/80/105/130] ⇒ 40/60/80/100/120 (ability power ratio unchanged) LOW-EFFORT CONTENT Turrets no longer prioritize nearby enemy champions or champions that attack them FAREWELL Turrets no longer briefly remain active after Heimerdinger leaves the area BEAM CHARGE ABILITY BONUS Nearby turrets gain 20% charge for each W rocket that hits a champion and 100% charge if E’s grenade hits a champion (same bonuses apply to ult-empowered W and E casts) BEAM CHARGE TIMER : Turrets charge from 0 to 100% in [16 seconds] ⇒ 90 seconds BEAM CHARGE ATTACK BONUS Turrets no longer gain 1/2/3/4/5% beam charge for each of their basic attacks PREHEATED Turrets no longer spawn with 70% beam charge CLARITY : The charge bar is now white instead of dark blue Hextech Micro-Rockets.png W - Hextech Micro-Rockets MANA COST : [70/80/90/100/110] ⇒ 50/60/70/80/90 COOLDOWN : [11 seconds at all ranks] ⇒ 11/10/9/8/7 seconds BEAM CHARGE Each rocket that hits a champion grants 20% beam charge to all turrets within 1000 range of the damage (max 100% if all five rockets hit) CH-2 Electron Storm Grenade.png E - CH-2 Electron Storm Grenade COOLDOWN : [18/16/14/12/10 seconds] ⇒ 12 seconds at all ranks RADIUS : [210] ⇒ 250 (center stun zone unchanged) BEAM CHARGE If the grenade hits a champion, all turrets within 1000 range of the damage gain 100% beam charge DISCO : Heimerdinger can now lob the grenade onto himself CH-3X Lightning Grenade.png E - CH-3X Lightning Grenade BASE DAMAGE : [150/200/250] ⇒ 150/250/350 RATIO : [0.6 ability power] ⇒ 0.75 ability power
v6.1 Too bright for his own good. CH-2 Electron Storm Grenade .png E - CH-2 Electron Storm Grenade ELECTROVISION : Fixed a bug where Heimerdinger's grenade was granting too much vision for the duration.
v4.20 R - UPGRADE!!! NEW EVERY SECOND COUNTS Upgrade can now be cast while Heimerdinger is disabled
Okay, sure. He has gone through a lot of changes. Hell, he used to have ammo, heal towers and have different types of cannons.. He was LITERALLY DESIGNED to change the games pace. As League has grown his utility has been altered to compensate.
As of v8.9: He is a burst mage, super squishy, and with 0 escape.
Pros:
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- OMG that push potential
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- Klepto Vs. Melee
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- Range upon range
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- 3x cannon beam + R = GG
Cons:
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- Cannon death + 20 second CD = Mana issues, zoned and useless passive. Not to mention Zhonyas is hot garbage at this point...
- Cannons are buggy and the AI is outdated
- Incredibly low base stats
- Incredibly expensive build just to "normalize"
- First pick insta-countered
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I'll be fair here; if you are experienced and comfortable with League, not all of these champs with own you. Most champs have a counter play. A bad Ziggs player can be rolled, and the same for Gnar. The issue is two players with about equal skills will not be even in stats or mechanics. Cannons are just extra gold / xp / stacks for a lot of champs. Not to mention Yas and Brand have a field day.
How to Address Heimerdinger in the future?
Retire Heimer- You best not- Remove passive, replace with burst protection. (I.E. Hextech Divinity: After not taking DMG for 12 seconds gain 10 + 3 / lvl + 0.2ap shield. When shield bursts, gain 5-20% movement speed based on lvl, and 25% Tenacity for 1 second.)
- Cannons gain DMG reduction based on skill lvl, 5/10/15/20/25%.
- Cannons are called cannons, and not turrets.
- Change his lore............ ZZzzzzzzz
Look, let's be real. Heimer is an old champ. Riot wants and needs to focus on new material to make monies. I feel his damage is amazing, and his stuns and slows are well balanced. Having no escape is the trouble here, and his passive, while ok to dodge, isn't effective. The shield change makes players think twice before pouncing, yet isn't stopping someone going all in. Donger is a ranged ARTILLERY champ, and as such could really benefit from this kit.
Also a skin might be nice, and making his emote available again.....
- Heimer the Kraken with tiny ships as his cannons, and water bombs and squids as artillery. Think of the chromas & colourful squids and tentacles. Illaoi who?
- Brickwall soldier Heimer. Grenades, camo, grit. 'Nough said.
My thoughts, which probably aren't popular. However, he is the reason I play League.
<3

