Improving Heimerdinger

Kowe The Ewok··2 votes·611 views

With the release of Azir, another zoning based mage the disadvantages of Heimerdinger have become clear again: While their low range is completely justified Heimer's turrets die are much too easy to kill. In laning the long cooldown on his W doesn't allow him to protect his turrets while his enemy easily destroys them while staying out of their range. Lategame, in teamfight, the get simply blown up by random AoE. While they theoretically live much longer than Azir's soldiers - actual gameplay turns out differently. The long stack cooldown doesn't help either. (Not to mention that Azir's Soldiers have three times of the damage AND are AoE) Furthermore Azir can reposition his units.

Maybe it's not fair to compare his turrets with Azir's soldiers since they can be used at wards, but in teamfights both serve more or less the same role. With Azir being much more consitent and reliable.

I might be going ina wrong direction here, but I'ld like to hear your thoughts on Heimerdingers state in the game. I will add several unrelated quality of live changes in following posts, feel free to up- or downvote them if you like :)

Either way there's one important bug that has to be fixed: Heimerdinger's turrets often fail to autoattack your target which makes all-in situation very random.

8 Comments

Kowe The Ewok5 votes

Suggestion 1.) Change the health mechnism from his turrets to a stack mechanism: Instead of a few hundred live the turret has to be attacked 3/3/4/4/5 times That's easily done by a support and carry in a lategame teamfight, but protects the turrets from dieing by random AoE

Kowe The Ewok3 votes

Suggestion 2.) Sclae the cooldown from his W so have a more reliable source of damage. Instead of static 11 change it to 12 / 11 / 10 / 9 / 8.

Kowe The Ewok3 votes

!!! Suggestion 5.) Make his ultimate reset his abilities. Heimerdinger can't poke properly since using his abilities set him into the danger of not being able to make proper use of his ultimate in teamfights. Change it so that empowered abilities have an independant cooldown (like Rengar's Ferocity).

Kowe The Ewok1 votes

Suggestion 3.) Lower the storgae time of his Q from 24 / 23 / 22 / 21 / 20 to 24 / 22 / 20 / 18 / 16. (Or possibly less) so that he at least has a chance to get a new stack during a teamfights. Sorry for the Azir comparison - but I don't see how it's fair that he can have permanent 2 or even 3 units up which are invincible and can reposition, yet Heimer doesn't get his resupply before the fight is over.

Kowe The Ewok1 votes

Suggestion 4.) Improve the travelling time of his E by 1/3rd (from 1200 to 1600). It's a grenade, not a medicine ball.

Kled Man Walking1 votes

I do think a Zyra type approach with his turrets would be cool.

How about the topic of how many turrets he can hold at one time? With only being able to store one it practically forces you to max your Q first. Which then causes your W to deal no damage whatsoever.

For me that's always been the problem with him.

Kowe The Ewok1 votes

I do think a Zyra type approach with his turrets would be cool.

How about the topic of how many turrets he can hold at one time? With only being able to store one it practically forces you to max your Q first. Which then causes your W to deal no damage whatsoever.

For me that's always been the problem with him.

You have a point, a played quite a lot of Heimer games recently. Maxing W feels so lackluster. Though I wouldn't say it's because of the turret stacks: it's rather because it has such a long cooldown that you basically have to rely on other skills. Other champions can easily max a single skill and are fine in lane. Heimer can't "win" his lane by maxing any of his skills if his opponent knows what he is doing.

It would help to increase the starting stacks on his turrets to 2, which is more than fair considering that they die with 2 hits. Yet I think giving W a scaling cooldown would be much moerr helpful.

Cacapoopoopipi1 votes

What he needs is turrets that take less damage to destroy honestly. Early and mid game, the turrets take alot to destroy in lane. Unless you have a Syndra, theres no way to destroy all 3 turrets without taking more than half your health in damage from the other 2+ his W. Furthermore, the turrets should die with Heimerdinger. It makes no sense that he can get killed and 6 seconds into his death he can get a quadra kill.

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