@Riot does Heimer need balance?
I believe that Heimer's kit is looking for some TLC. Besides the random glitches that are already known and still haven't been fixed cough finding a second target after destroying a building cough I think there are a few quality of life changes that can help the donger out and still not make him op.
HP/regen: At lvl1 he has the 2nd lowest hp and lvl 18 he has the 6th lowest yet his passive grants him the highest base regen in the whole game. This right here is a conflict, While I love the free hp regen so I can stay in lane forever, it's not like we can build heimer tanky enough to ever fully take any advantage of his awesome regeneration.
Fix: Passive only heals his turrets, and will do something else
Attack Animation speed: You guys purposely made it so Heimer's turrets don't auto-attack to last hit, but instead just blow off their beam charge, which miss half the time. Heimer's wind up animation is horrendously long and it makes it difficult to last hit when you are trying to race the turrets so they don't mess up.
Fix: Reduce his wind up AA animation.
Armor: Worth noting Heimer is tied for the 4th worst armor base stats, but he is a pretty safe champ to play as so I understand this.
Abilities: Problem 1- Heimer has no escape. Problem 2- Heimer's abilities have huge cooldowns Problem 3- Heimer's Ult restricts the use of his rockets and grenade. Unlike most AP carries, Heimer cannot blow all his abilities and still have a reliable Ult on hand, having the ult turret always on hand is nice, but sometimes you need those rockets or grenade just to finish off those that are out of reach, after all it's not like heimer has any gap closer's to just aa them to death.
Fix: Answer 1- That's fine we can live without an escape as long as we get something good in return Answer 2- Reduce his cooldowns, building CDR on Heimer is pointless since his turret's charge beam don't even benefit from it anymore and his abilities still take too long even with max CDR. Answer 3- Refresh all his abilities when he ults so he can make those clutch plays and isn't waiting 6 seconds for a cooldown in the heat of battle.
Passive: I love his passive, the ability to sustain and stay in lane is crazy, however I think we all know he needs a little something extra to help him overall.
Fix: His aura should only affect his own turrets and nothing else. In return you can give some power by doing the above "fixes" as well as making his passive icon clickable. This would be a "remote control" that can switch all the turrets on the map into 1 of 2 modes. Offense Mode is the current way the turrets function, but you would be able to switch them into Defense Mode as well which makes your turrets only attack and target Champions. This gives you so much more control over your turrets without making it overly complicated. If you wanted to get fancy you could even add a few buffs to the Defense mode, like they stay active longer, or have a wider range before they shut down, etc.
Please let me know what you guys think. I have been playing Heimer since season 2 and feel like I have a pretty good grasp on the character. The passive suggestion is just one I thought of, if you don't like it, please respond with one you like better. Remember the more simple and yet functional the better.