Comprehensive list of possible changes/things to look at for confirmed Heimer changes..

InSingedWeTrust·4/4/2017, 11:22:57 PM·8 votes·1,888 views

Now, since our plea has been heard and Heimer changes (specifics unknown) are confirmed.. hopefully Riot will listen to the players in what we think needs to be addressed or possible changes that could put Heimerdinger in a good place once again without having to do a full scale rework.

Heimerdinger Heimerdinger Heimerdinger Heimerdinger Heimerdinger Heimerdinger Heimerdinger Heimerdinger Heimerdinger

More Durable Turrets One of the most prevalent complaints about Heimerdinger from players are how flimsy his turrets can be. Riot attempted to remedy that with the AP to HP scaling on his turrets, but most AoE abilities continue to one shot turrets. Any ranged champion can take them out without issue outside of turret range, and many times people unintentionally eliminate them in teamfights not even targeting them with basic AoE abilities. If turrets are supposed to be Heimer's primary source of damage they should be more reliable. I propose the health system that Zyra's plants use, that way they're still killable but it has to be conscious decision, not something done on accident. The normal turrets can have 3 health bars, which regen (like wards) if undamaged within a certain amount of time. His ultimate turret could have 6-7 health bars. This would reinforce Heimer's identity as a lane fortifier.

Longer Range Aside from the previously mentioned issue, the main culprit which resulted in Heimer being slowly forced out of midlane toward a (then) more favorable top lane was the range most mid lane mages had over Heimerdinger. Especially the ability to auto attack Heimer's turrets while still taking no damage. A slight range buff to the turret basic shot would go a long way.

Passive? Heimerdinger's passive goes virtually unnoticed in any game, and rarely makes any sort of difference. It also doesn't fit in his kit thematically whatsoever. The only upside is HIS sustain early game in lane, which can at times, when taking advantage of % base HP regen items can be oppressive. His passive could be around his turrets, maybe the ability to augment them. Maybe after a certain period of time without being destroyed, they "leveled up" and gained new effects like HP/Armor etc. Which would further reinforce his identity.

More Item Options Since the majority of Heimer's core items as of recent were nerfed/reworked to be less optimal for Heimer, giving him better options for items would be nice. For example allowing his turrets to gain bonus attack speed based on his, and allowing them to proc on-hit effects like Nashor's etc etc.

Abilities Lower the CDs of his W and E, and make E scale in stun/slow duration. Possibly allow him to stock 3 turrets starting at level 1, allowing more leveling options ability wise.

These are just a few things, will update when I have more time.

45 Comments

Illâoi Evê Siôn4/5/2017, 8:29:41 PM3 votes

A Recall Pad would be nice.

"Recall Pad: When Heimerdinger recalls he sets up a Recall Pad instead (300 second cooldown). Allies near the Recall Pad gain Enpowered Recall." It would have 2 Ward Health.

irelia dore u4/5/2017, 10:55:17 AM2 votes

A new passive would be kinda nice actually. I'm liking the sound of more durable turrets but I don't agree with holding three at level 1, in the current state I'd take a point in Q then max REWQ if that were the case. Lower cooldowns across the board would be great. Heimer benefits greatly from cdr but I find his core items (Zhonya/Rylai/Liandry) usually only leave him with 10-20%.

megadethfish4/5/2017, 5:29:56 PM2 votes

I thought it would be interesting to have his w and e have unique interactions with the turrets as he his supposed to be all about the turrets. thought it'd be cool for w to have 1 rocket shoot from you turrets at the current cursor location on use of w and e to send a brief slowing shock-wave (.5 sec slow, no dmg) from all turrets when you throw the grenade as it can help the grenade land..

Other ideas is simply give him an escape by allowing his rockets to shoot him back slightly so that he actually has some survivibility outside of zhonyas.

Turret attack speed increase through scaling would be neat. Not sure if it should be tied to AP, or AS, or something else but I think allowing some scaling there would be beneficial as well.

Possibly just increase the # of turrets that can be placed.

Possible cool interaction with actual turrets.

Anyways top two are my top suggestions. Simply giving him a dash type ability he can live much longer in a meta where like every champion has a dash, it be comes so much more important.

Glenius4/6/2017, 12:36:13 PM2 votes

Hi, my english is not good but i will believe in the google translate XD. I am from spain. i play the champ Heimerdinger since 3 years.

What does Heimerdinger need? Is a complicated question. There are several options, so I do not know which would be better, but of course it is important for Heimerdinger to continue to base the damage and zone control of Heimerdinger in his best defense and not around, ie I do not want heimer to have more life, nor More defense. The best defense of Heimerdinger is a good offense. I don`t like the build tank for Heimerdinger, because Heimerdinger is not a tank. Heimerdinger es a midlaner with a possibility of the play in the topline for the range of the turrets and the zone of control. What I want is for Heimerdinger to continue to have the same damage as he currently has or more. In fact I propose something, what if we make Heimerdinger a champion of physical damage and not magic damage? In fact their abilities are of inventions, and therefore not magic, they are physical objects.

From this change, you could consider adding attack speed, physical and critical damage to turret attacks, would certainly be something interesting.

From my point of view, Heimerdinger should be AD damage.

Now let's talk about another option:

It would be to have an own object that would allow to add more options to the turrets, like the one that the turrets only attacked the rival champions. In this way Heimerdinger could lashitear underneath the tower or maintain the line without needing to be all the while putting on.

Regards

LyingOnLine4/4/2017, 11:25:46 PM2 votes

I would really rather they just do a full rework on him.

Don't need more anti-melee cancer showing up toplane.

XxxLumberJackxxX4/6/2017, 2:36:49 PM1 votes

The ability to use r/w instantly. I.e. w/r/w combo

Laxfan524/6/2017, 4:12:34 PM1 votes

Wait when was heimerdinger changes confirmed?!?!?! I have mastery 6 heimerdinger and used play him a lot but stopped.

megadethfish4/7/2017, 4:34:02 PM1 votes

FYI, still no word on what their plans are for the Donger. At Surrenderat20 they keep it up to date pretty nicely.

New items/item changes are boggling my mind rn tho (http://www.surrenderat20.net/2017/04/46-pbe-update.html#more)) . These changes flip a lot of things on their heads for defensive items. Abyssal Scepter losing its AP and moving it to Banshee's Veil. GA losing its MR for AD.... IDK man seems screwy but may actually shake up the meta

InSingedWeTrust4/11/2017, 5:05:31 AM1 votes

Fingers crossed for 7.7!

InSingedWeTrust4/18/2017, 10:44:20 AM1 votes

:x

Ahristocats4/4/2017, 11:27:48 PM1 votes

insingedwetrust

InSingedWeTrust4/5/2017, 1:50:49 AM1 votes

Updated a bit.

AUFault4/6/2017, 4:27:38 AM1 votes

I have played over 3k ranked games with heimer since season 4 and one thing I have noticed as league has been adapting is many champions have been given movement speed in fights or global ultimates. As heimer needs to kite around his turrets to get effective damage out, his damage is massively reduced when he cannot keep the enemy within certain areas for periods of time. (Or if they destroy your turrets)

The main way of doing this is by baiting the enemy into a range and then stunning them. When the enemy has massive bursts or movement speed or dashing abilitys it's very hard to land one of the most difficult abilitys on the game (heimers stun). For this reason I believe one simple fix to heimer would be to reduce the cooldown of your stun at level 1 (becuase you max it last) OR let heimer stack more turrets (maybe reduce cooldown) OR make the hit box for e larger OR put movement speed into heimers kit somehow. Maybe if the Lazor hits from one of heimers turrets a spanner appears above the enemy champion and if you auto attack him you gain a burst of movement speed yourself.

Making heimers turrets alittle more tankier would also help if the cooldown is not reduced or if you don't let him stack more.

Another issue is junglers were given the ability to stack 2 smites a while back and no one realised that if the jungler smites heimers R Q it pretty much instantly kills it. If junglers now gets 2 smites they can almost always remove heimers ult every fight. For this reason I believe QR hp should be buffed massively too.

Heimer has many bugs which if fixed will have a positive impact on heimers gameplay (one was fixed this patch which is nice). I also don't think heimer should be changed to much (mainly becuase I have so much time practicing him as he is) so I would strongly appreciate it if riot spent a lot of time fixing the turrets the way they are now rather than coding them from scratch.

Heimer is weak but his kit works. He just needs tweaking.

Kuronii Lumiira4/6/2017, 7:26:27 AM1 votes

Heimer doesn't need more durable turrets at all. If anything, he needs to have the health reduced so that he doesn't completely invalidate a melee champion's presence simply by having three turrets up. His kit currently is the epitome of non-interactive, and that should be changed first. He's a no-risk, small-reward champion that's simply not fun to play against.

I'd say he should get a full rework and have his turrets take a backseat.