My Idea for a Heimerdinger Rework

Cordiall·5/7/2017, 6:43:27 PM·1 votes·113 views
Heimerdinger Changes for 7.10 (Request for Comment)

For some reason it won't let me comment on the OP so this is my idea for a Heimerdinger rework.

To make Heimerdinger more balanced, I believe that the proper way to do so would be to change his turrets over to his passive. Make them spawn passively (like Illaoi tentacles) and give him increased Movement Speed and Health Regen when he's near his turrets. However, the turrets will not attack unless someone is marked with "Beacon." They could possibly attack minions passively but I think it would be better if they didn't, personally.

Have them spawn faster as he levels, and have his abilities charge them faster so they spawn more frequently. Nerf their damage to towers so his top lane presence isn't as oppressive. Make them operate similar to the Mist Walkers. Make it possible to destroy them with abilities, but more effective to destroy them with auto attacks. This will make it so the towers aren't as effortlessly cleared by late game damage-dealers, while also making it so he doesn't just decimate early.

Then, change his Q into something like a Yorick E. Make it a skill shot and give it something like "6% of max HP (or current HP) as magic damage on hit, and marks enemy champions with 'Beacon.' Marked champions are attacked by turrets. Lower health targets are prioritized if numerous champions are marked. Landing Heimerdinger's other abilities reduces the cooldown for the Q. This increases his range slightly, while also making his gameplay feel far more interactive, as well as adding some counter play to keep him from being overpowered.

Keep his W essentially the same, but have the damage fall off the more rockets hit the same target. However, hitting one target with three or more rockets marks them with Beacon, so his turrets attack them. This makes him pay more attention to his positioning, as this could be his primary waveclear ability, but if he goes to duel his Lane opponent, he could choose to focus his rockets on them so the turrets would attack them in a dueling scenario. Reduce the damage to champions, as well as the cooldown, but make it do double damage to minions.

Leave his E basically the same. It would reduce the cooldown on his passive, as well as giving him that extra dose of CC to help him land his Q or W if necessary.

For his ult, keep the same concept: he upgrades his abilities. For his upgraded Q, have him spawn the Mega-Turret and two regular turrets. The Mega-Turret would automatically target champions, but he could mark them with his other abilities to change its primary target.

For his upgraded W, keep it simple: Make it his long-range execute ability, basically the same way it is now. Remove the Beacon mechanic from the upgraded W and just have it be a long-range skill shot that deals a ton of damage.

For his upgraded E, keep it basically the same: small stun hitbox with the bouncing mechanic, just to really separate the good Heimerdingers from the bad ones.

I really and truly think that this would be a very balanced way to rework Heimerdinger. It would keep the spirit of his initial style, while reducinrbg his obscene split pushing power and making him infinitely more interactive in Lane phase. I think this could bring him into a decent place mid-lane without being overpowered and could bring one of League's favorite memes back into a good place.

Please comment what you think, I always enjoy discussion

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