Heimerdinger, Some Small Tweaks
This is not changing or removing anything that Heimderdinger does, my intentions here is when playing Heimerdinger make his main source of damage guaranteed to stick around for a little bit rather than be instant destroyed which can be done through another mechanic of toning back his frustration issues when against the donger. Everything else will be slight gameplay improvements and nothing majour.
Feedback and such is very welcomed, let me know your thoughts, I ain't a mind reader!
Basic Attack Range: 550 units Movement: 340 units per second Base Health Regen: 6 - 20 (based on level) health per 5 seconds
Techmaturgical Repair Bots (Passive): Range: 1000 units Heimerdinger's health regeneration is increased by 100% and he grants nearby ally champions 75% of his health regeneration.
H-28G Evolution Turret (Q): Cooldown: 0.25 seconds; Cost: 20 Mana + 1 Spare Part; Range: 750 units Passive: Heimerdinger finds a spare part every 20/18/16/14/12 seconds, up to a maximum of 3 stored at one time.
Active: Heimderdinger constructs a H-28G Evolution Turret at the target location remaining in play for up to 15 seconds having 3 hits for its health, epic monsters and turret attacks deal 2 hits of damage.
H-28G Evolution Turret have 550 range and their attacks deal 20/25/30/35/40(+20%AP) magic damage per attack and launch a beam attack at 1100 range every 4 seconds that deals 50/70/90/110/130(+60%AP) magic damage to every enemy struck.
Hextech Micro-Rockets (W): Cooldown: 11 seconds; Cost: 70/80/90/100/110 Mana; Range: 1100 units 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 60/90/120/150/180(+50%AP) magic damage to the first enemy it hits, every rocket beyond the first against the same enemy deals 25% damage, max damage against same enemy 120/180/240/300/360(+100%AP) magic damage.
CH-2 Electron Storm Grenade (E): Cooldown: 16/15/14/13/12 seconds; Cost: 70/75/80/85/90 Mana; Range: 875 units / 225 units Heimerdinger hurls a stun grenade to the target location stunning struck enemies for 1.1/1.2/1.3/1.4/1.5 seconds and dealing 60/90/120/150/180(+50%AP) magic damage.
UPGRADE!!! (R) Cooldown: 110/90/70 seconds; Cost: 100 Mana The upgraded abilities are unchanged to how they currently are, but with some very nice quality of life buffs:
H-28Q Apex Turret: Health changed to 15 hits, takes 2 hits of damage from enemy turrets and epic monsters. Does not consume a cooldown or spare part upon use.
Hextech Rocket Swarm: No longer shares the cooldown with Hextech Micro-Rockets.
CH-3X Lightning Grenade: No longer shares the cooldown with CH-2 Electron Storm Grenade; but if either of these abilities stuns an enemy that enemy can not be stunned again from either ability for the next 6 seconds.
in the same aspects, he falls off really hard late game.