@Riot does Heimer need balance?

Bruticus44··2 votes·717 views

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.

6 Comments

Lord Dusteon2 votes

Heimer already has the highest base health regen at all levels. After the changes so items gave %hp regen instead of flat his passive was made to not work on him and instead he has naturally massive health regen.

He has no escape because he spams turrets and sits there as anyone that got close is melted. He doesn't need an escape when he has one of the best zone controls in the game.

...CDR is pretty core on Heimer as it makes his turrets respawn faster and lets him use all his other skills more. He's still a mage, and still prioritizes cooldown reduction heavily.

Finally, nobody wants Heimer being able to 1504 (+ 297% AP) with W and RW. And that's what refreshing his cooldowns does.

Bruticus441 votes

Response to 1st paragraph: The only reason he has the highest regen is because it's part of his passive's kit. If they took away Heimer's current passive all together, that would include his current, high hp regen.

2nd Paragraph: I agree...

3rd paragraph: No matter what, Heimer can't spam like other AP Mages, his whole kit revolves around being able to use turrets. Which are nice to have at a low CDR, but aren't going to increase his overall potential damage. CDR on Ahri makes her abilities fire off every 4.2, 3, 7.2, and 48 seconds while heimer gets 12, 6.6, 6, and 36. That means that by 12.6 seconds you will get 1 charge on a turret, if you're lucky hit her twice with a grenade and if you're really good hit her for all the max rocket damage. Meanwhile Ahri has used her q 3 times, her w 4 times, her E once and ult once.

if they both had 300 AP Ahri Max potential damage= 4204 Heimer Max potential damage= 5648

But move away from Heimer's turrets, or destroy them quickly and Heimer's new max damage is roughly

Heimer no turret damage= 3104 and 100% skillshot Ahri's max= 4204 with two skills not even being skillshots.

4th Paragraph: Also, I believe that it is 1332 + (288% AP) if you allowed Heimer to use both in succession, and that is with pinpoint accuracy. Extremely high risk/high reward skill. [as compared to 1008 + (207% AP) with just the Ult itself.]

Math Junk, don't know if there is a spoiler to hide for those not interested:

Math imagining they both have 300 AP, Ahri Q (140+(300*.35))3=735 [if it hits on way back 1470] W ((140+(300.4))+(42+(300*.12))+(42+(300*.12)))4=1664 (non-skillshot) E (200+(300.5))1= 350 R (150+(300.3))*3=720 (Non-skillshot)

Heimer Q (34+(300*.15))73=1659 (If all three turrets survive all 12.6 seconds and all are hitting) Q Beam (130+(300*.55))3=885 (Turret HP is: 125+(2518)+(300*.4)= 659 hp)

W (180+(300*.45))+(36+(300*.09))+(36+(300*.09))+(36+(300*.09))+(36+(300*.09))=567 [void if using as ult] E (220+(300*.6))2=800 R Rocket ((225+(300.45))+((45+(300*.09))*3))*4=2304

Kaelnor1 votes

If by balance you mean nerfs then yes! His turrets alone make laning against him as a melee champ a nightmare. He does serious damage and can farm and camp just by letting his turrets do the work.

Bruticus441 votes

It is true that Heimer's laning phase is his strongest part of him, but he can fall behind quickly once the laning phase ends.

Kaelnor1 votes

Probably but those turrets can make teamfights a nightmare without any tanks stacking MR though, which will still hurt when you bring in the ADC into consideration.

Bruticus441 votes

No one has any comments about the passive idea at least?

More from Gameplay

More by Bruticus44