@Riot, Heimerdinger's turret changes are counterproductive

crzymdscntst··2 votes·410 views

The recent change is this: Rockets landed each charge 20% of a laser's charge bar. (5 in a wave means 100% at 20% per rocket.) Grenades landed charge a full 100% of a laser's charge bar.

This means that you have to land skillshots to charge the bar. This is fine. Sounds good. Here's the catch though. The enemy has to be in close proximity to the turret.

How does this play out? In gameplay, most enemies will avoid being in direct range of turrets, this means skirting turret range. Good, bad or otherwise players generally get the idea that turrets should hurt them. Lasers originally removed this safe-skirting tactic to a point. It made it risky to get too close. This latest change makes turrets vulnerable. With a lower dps and no lasers firing naturally, enemies simply walk up and auto-attack turrets. Generally, this is where should be able to exploit an enemy's positioning. They have no cooldowns used, you have placed turrets.

Here's where this change fails.

Ranged champions are still outside the threat radius generally, if you land a perfect grenade (a generally dodge-able skillshot to begin with) or a full 5 rockets from a W, then your laser fires. I say "laser", non-plural. Enemy placement means a single laser will likely be the only one that fires, if they're actually in range for the turret to charge on the skillshots to begin with.

Melee champions are right up there next to the turret. Congrats, you landed a skillshot on a likely stationary target. (The frames while they auto-attack.) Not only does this punish them more, this is counter-productive since the idea is to make turrets easier to handle for melee. With the current charge system, a grenade lands, up to 3 lasers fire. The enemy is now stunned after getting hit with a grenade, and double-nuked from the laser/grenade. Perfect time to fire your rockets. Stationary target and all. All 5 rockets hit, LASERS FIRE AGAIN.

The kicker of this beyond the change being exactly the opposite of the purpose intended, Heim no longer excels in the lane where he needs to. Turrets do not maintain durability for withstanding minions, much less enemy champions, which puts him at a farming disadvantage, his other high point.

Another low point: His passive. (+20% movespeed around turrets and towers.) The range doesn't benefit him. He has to be within about 200 units (2 Teemos for anyone wondering.) for it to work. Since his turrets die quite quickly, he isn't getting it reliably enough from those and allied turrets that are downed don't provide that benefit. It's primary benefit is generally playing out as a means to change positioning behind minion waves to fire rockets and catch a slower enemy off-guard. (It rarely works like that in my experience.)

TL;DR: The changes did not solve the "problem" and removed Heim's previous strengths. I think there was some notable good points to the changes, but overall, just completely gimped him.

5 Comments

Chønklord2 votes

You're better off just maxing other abilities and playing heimer like your average run-of-the-mill burst cc mage. His turrets are crap now and he's no longer the same champion. If Riot continues to leave him this way, then they might as well rework him and get rid of his turrets altogether.

King of Demons1 votes

How so? You never use your E unless somebody is close enough to also get hit to your turrets.

ANd fyi, the movement speed is probably the most broken thing about him right now. He has 407 movement speed just from having a turret up and no, the range is actually around his turret attack range.

crzymdscntst1 votes

Most enemies can do this thing where they attack or kill a turret from outside it's basic attack radius. Caster minions a big example.

The movement speed means jack diddly if the turrets die quick. Movespeed is definitely hard to deal with, but it's not really doing him any favors in his current design. If nothing else, it should be helping him be more lane-switch mobile since he should be pretty good at pushing. Instead it locks him within a very close radius of his turrets and towers. If you want to hit him, aim close or just kill the turrets.

Generally he should be a sustained dps with bits of burst. However, the laser change itself frontloads all his dps into him landing his grenade. If by your logic that you shouldn't E until they're in range of his turrets, how often do you walk into all 3 turrets that provides him that opportunity? Was it in a bush? In a fight, he has a set-time between placing turrets, it's small, but heavily exploitable, chances are that he's not often going to get a chance to set 3 turrets and still land the grenade unless it's a tank or juggernaut that thinks they're safe to keep diving in my experience.

Tobias Brackner1 votes

Ranged champs are handled the exact same way Heimer always handles ranged champs.

You harass with rockets.

The only change w/ his gameplay is that now he's much less oppressive to deal with for melee champs unless they eat all of his skillshots.

King of Demons1 votes

Here's a tip: Max W > Q > E

Place ult turret, hit E, hit W and you dealt 2k damage because of the beam instantly charging. Yes, the movement speed makes it really hard to deal with him. You don't play him the same way anymore. You push the wave with W and the rest of the wave slowly gets pushed towards your turrets. If you just place the turrets and expect them to do the work you clearly never played him. Then you can just retreat and enjoy the MASSIVE speedboost if you have to back off, since the turrets are your safety net and not offensive tools in lane.

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