Please let's talk about Heimerdinger (mainly his turrets)
He is so fun to play. But I've always felt that he's missing something. He's the kind of champion that when getting behind, he can barely do anything. His main spell, (Q) falls flat, can barely do any dmg to champions, has a long cooldown (ranging from 12 to 20 seconds), and gets easily destroyed. His rockets have high dmg ONLY when ahead and his grenade's cooldown is too high at level 1 (considering that Heimerdinger is behind). His passive is more useless than anything too.
Also, his turrets gets a little buggy when attacking switching targets. For exemple, when Malzahar spawn loads of his creatures, turrets sometime freeze and don't know which target to attack so they just stop attacking. Lasers are also not precise as it sometime misses IMMOBILE targets.
On the other hand, when Heim gets the upper hand, his turrets are one of the most annoying things. Their HP scales with AP, hits like a trucks, do not expire, meaning that Heimerdinger will always have more turrets to put when one gets destroyed.
Let's just say that Heimerdinger's uniqueness is his turrets. But it's not consistent. They either gets completely ignored or they sometime do too much.
There are so many ways of adjusting Heimerdinger (mainly his turrets) :
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Turrets take a precise number of hits to get destroyed (like Zyra's plant and Malz's pets)
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Laser charges when attacking, this way it would prevent a fed heimerdinger to endlessly push lanes and also provide a constant laser shot (let's say every 10 hits)
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Grenade has a lower cooldown during early game
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Heimerdinger's passive will heal nearby allies and turrets by his TOTAL (or a lower %) health regeneration. So buying health regeneration items (such as Zzrot, or spirit visage) I've never seen a passive so useless during late game it's actually sad.
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Turrets can be salvaged. If a turret gets destroyed, Heim can pick up the broken parts and reduce his Q's cooldown by a flat amount (or %).
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Heim can also salvage his own turrets. It would require a small channeling time (like stepping on Rek'sai' tunnels)
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Turret's basic attack procs thunderlord (Maybe that's too much hehe)
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Heimerdinger's passive can be changed into something that has to do with his turrets. such as :
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Turret's have increased attack speed based on Heimerdinger's missing health %. (so up to +99% attack speed). This would also include Heim's big turret.
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Turret's laser charge faster on level 6/9/12/15/18 (every 9-8-7-6-5 hits) (or by a %)
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Increase Heimerdinger's turret cast range on level 6/11/16 (could be his ultimate passive)
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Increase turrets shutdown range (Heim can be farther without shutting down his turrets)
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Heimerdinger's passive can be activated (like Azir's passive), and it would add another effect on his turrets such as Lasers now slow Adrenaline increase attack speed when activated Reduce attack speed and massively increase it's health regeneration Shutdown (stop attacking to prevent pushing)
Please hear me out people!
main i agree with you his do have some useless stuffs like his passif and the turrets HP, people have no idea how much its annoying when a
can easily destroy your 3 turrets with a one single E or how a
can take them, they just keep telling me that i main an EASY
champion and i keep telling them to try him against me and we will see ( and i always win cuz i know his weaknesses hehe )