Make Heimers turrets shut down the second he dies/leaves range
Why is this even a thing? Fire the smelly homeless men that work at Riot..please
Why is this even a thing? Fire the smelly homeless men that work at Riot..please
Sure about the dying one, but not immediately shut down when he leaves range.
Why should Heimer's turrets stop shooting at all? If he's carrying some sort of battery or remote to power them, why would killing him shut them down?
[{quoted}](name=Mal the Red,realm=NA,application-id=3ErqAdtq,discussion-id=gEqPyrMv,comment-id=0001,timestamp=2015-10-18T08:01:10.495+0000)
Why should Heimer's turrets stop shooting at all? If he's carrying some sort of battery or remote to power them, why would killing him shut them down?
It means that if you focus Hiemer, even after he dies, his turrets can still kill you if you aren't tanky enough. So you need to be tanky enough to survive his turrets, yet bursty enough to kill him quickly.
Or smart enough to not fight him in a full turret nest...
Or smart enough to not fight him in a full turret nest...
Seriously? The first thing a Heimer will do is set up a full turret nest. And then sit in it for 5 minutes.
What, and you just let him?
As someone who occasionally plays Heim, he ends up feeling incredibly useless if the enemy is even moderately competent (pop his turrets occasionally, force teamfights even two inches in any direction outside his nest, etc)
What, and you just let him?
As someone who occasionally plays Heim, he ends up feeling incredibly useless if the enemy is even moderately competent (pop his turrets occasionally, force teamfights even two inches in any direction outside his nest, etc)
Pretty hard to force teamfights unless you've got Blitz, Naut, Alistar, or Darius. Kinda need pulls for that.
And your team can just run towards you.
Popping turrets occasionally is a lot harder the longer he stays there. The amount of mana he uses for a new turret is greatly lower than the amount of spells needed to kill it. Of course, you can justify this by poking him down, as well.
What I'm talking about is the lvl 5-7 Mid Lane. Half the time, you can burst him, but will die from turrets afterwards. At this point, you are not tanky enough to survive 2-3 seconds of the turrets, adding in Heim's W. Turrets shoot fast.
Force a teamfight by being a threat to important objectives. Be a threat to important objectives two inches or farther from an established nest.
While his mana costs for placing turrets might be low, his CD for generating them (as distinguished from placing them) is quite long. Additionally, most mid-laners have sufficient AA range to be able to poke them with impunity if they're intelligent enough to wait (or bait) out the laser. AAs don't cost mana.
Force a teamfight by being a threat to important objectives. Be a threat to important objectives two inches or farther from an established nest.
While his mana costs for placing turrets might be low, his CD for generating them (as distinguished from placing them) is quite long. Additionally, most mid-laners have sufficient AA range to be able to poke them with impunity if they're intelligent enough to wait (or bait) out the laser. AAs don't cost mana.
I mostly play melee mid laners, like
, so killing turrets is a lot harder. Especially with Fizz (no ranged skills). Many times with these two, I hit 6, so then I burst down Heim, but die/take heavy damage from turrets.
I'm too terrible at the game to talk about being a threat to objectives. XD I honestly hadn't thought of that. Anyway, Heim doesn't usually set up camp unless his whole teams with him (in late game it's too easy to 3v1), and then if you try to force objectives, they'll simply push.
[{quoted}](name=da plazma pika,realm=NA,application-id=3ErqAdtq,discussion-id=gEqPyrMv,comment-id=00010000000000000000000000000000,timestamp=2015-10-18T23:51:54.971+0000)
I mostly play melee mid laners, like
![]()
, so killing turrets is a lot harder. Especially with Fizz (no ranged skills). Many times with these two, I hit 6, so then I burst down Heim, but die/take heavy damage from turrets.
...maybe...gain an understanding of the concept of 'counterpicks'?
I'm too terrible at the game to talk about being a threat to objectives. XD I honestly hadn't thought of that. Anyway, Heim doesn't usually set up camp unless his whole teams with him (in late game it's too easy to 3v1), and then if you try to force objectives, they'll simply push.
Late-game, mana issues are much less pressing than they are at levels 5-7. Bait him into dropping his nest. Pop those turrets like the fragile little annoyances they are. Wait 5 seconds for your poke to come back off CD. THEN go in on him / his team. The teamfight should be over before he gets more than one of them back.
...maybe...gain an understanding of the concept of 'counterpicks'?
Late-game, mana issues are much less pressing than they are at levels 5-7. Bait him into dropping his nest. Pop those turrets like the fragile little annoyances they are. Wait 5 seconds for your poke to come back off CD. THEN go in on him / his team. The teamfight should be over before he gets more than one of them back.
That was a while ago xD Haven't played against a Heim for a long time.
If you don't play as Heim, and it's been such a long time since you played against a Heim, maybe you're not a credible source of information on the state of Heim, and should respectfully refrain from advocating for changes to Heim?
I wonder how many people observed that my comment was sarcastic in nature. More picking apart the theme than the gameplay aspect.
Gameplay wise... They slowly lose power when he either leaves their range or dies.
If you kill Heimer, his corpse is still "there" so he technically hasn't left the turret range. What would cause them to shut down before he respawns?
I mean before the rework, all his turrets blew up when he died. Which actually made more sense if you think about it.
This would mean any and all affects by champs would have to stop working after death
Fire the smelly homeless men that work at Riot..please Rofl