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Could you make an increase in the amount of mastery pages? I'm really needing the extra space. Anyone agree?
Do you mean the runes pages? we have already a bunch of MP's
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Ive been hearing about a rework for Heimerdinger and I found the leaked thread, this new rework does not look viable for a long term use for Heimerdinger but a patch that will quickly be whittled down again. I don't mean to belittle someone for their grand ideas of making Heimerdinger into an outstanding champion again but all it looks like is he will immediately get nerfed straight out of the gate again after the next patch. That is what makes me concerned since I have played Heimerdinger for over three years straight and have always enjoyed playing him. It just has become more difficult now and it makes me worried as now I am drifting away from him as a mid-lanner or a champion all together. I really dislike those rework ideas since it feels as they will not scale properly or they are not feasible, here is what I would do if I would rework my favorite champion Heimerdinger.
First off the statistics of Heimerdinger being his health, armor, and regen on him are all viable and can work, I am fine with him being one of the squishiest and slowest characters out there. It makes you think more on the characters abilities since he is designed as a pusher mage not an assassin.
What really is in need of an overhaul are his abilities which are his bread and butter and what substances him as a champion in 1v1 attacks.
His passive abilities is one of the most unique passives out there and should not be removed, it can give a small glimmer of hope or help out to defend a tower as you wait for your teammates to arrive, it really has helped me out in the past and I would miss this passive as it is geared more towards "passive" players who have a wait and see attitude and not a charge I'm a bruiser tank feel to it.
The H-28G Evolution Turrets is what Heimerdinger is known for, he is the turret guy, and I know people call him the bouncer with his club security turrets but I believe I have a way around that certain feel to it. What I would do first is leave his mana consumption problems alone and I will explain that later at my summary,
The stats for what he has are viable and I would not change any of them except his cool down, his cool down should be 25 seconds at level one and scale up to 40 seconds at level five. Magic damage should increase to 30% from its original 20% and stay at that flat rate but has the other amount of magic damage increase the way it has been doing so.
Make it so you are only allowed ONE turret only no matter how many times you level up the turrets, I will explain this more at the ultimate area.
Instead make it so armor, damage, and make health increase for every kill by five hp at level five or in accordance of an even amount.
Remove the extra ranking abilities he has now on him and make it so it is only increasing health, armor, damage, placement range and attack range. Make it so they don't have an attack range like Caitlyn's basic attack but if they get hit they can maybe give one back. This is all mind you through leveling the Q ability. Leave the attack speed of the turrets at a flat rate of 1.25 no increase on speed just because you just placed one down, and have it so sight radius adjust in accordance to range increases.
The Hextech Micro-rockets that Heimerdinger have are alright but they should just be adjusted as well to go with the theme, once again mana cost, cool down, range, magic damage, and base magic damage are all fine and should stay where they are. What should change is him only having one rocket and only one rocket no matter how many times he levels that up as well, but when you level the rocket up to level five the rocket should have splash damage of fifty percent to the surrounding area and targets champions not anything in its range, this ability mind you being for the last level. However summoners can hide behind minions so they take the damage instead for them like Nidalee's Spear.
The CH-1 Grenade is just like the rockets and turrets in where you should not change the mana cost, cool down, range, speed, magic damage, and base magic damage. You should remove the stun ability with it and only have the blind ability on it even when you max it to level five, (At level five you could decide if you want them to do a solid true amount of damage to turrets for old time sake and I mean just like 25 hp of damage only no matter what.)
Now all those items that I told you to remove on the other abilities will now slowly be placed back on with Heimerdinger's Ultimate Upgrade! As ultimates go his is by far the most under used and has no sustaining ability for big team battles out there, the cool down reduction is a very good item to have but with cool down increase he should also have an active passive of increased magic damage of the same percentage as cool down.
With each level increase of Upgrade he should receive one more turret (max three turrets at second level of Upgrade! mind you), as well as armor reduction shots and at the final level of Upgrade they should receive AoE splash damage.
The rockets should increase by one as well (mind you a maximum of three rockets only) and when you receive the last level of Upgrade! have it make it so the rockets can hit the same target multiple times, so if there is just the champion it would be hit by three rockets.
The grenade would level up normally with the Upgrade! ability so then it would have a maximum of 1.5 seconds of stun and the stun radius is increased to 150. No increased speed when using your ultimate so you dont have to recalibrate your throw time again.
So now when using your ultimate Upgrade! These are the things that will happen when fully maxed out, turrets regain full health and instead shoot electric shots that increase the firing speed of the turret(s) which adjust with level (no slow ice ability), you fire three rockets that can hit the same target multiple times if no one else is around, grenades have there stun ability and also an increase of magic damage on all abilities.
These are the changes I would make if I was going to rework Heimerdinger, I said I would explain the reason for not changing the mana cost at the end and what I feel is there is really no need to change it since there are already viable items at the shop in game and runes to increase your mana regen but what the real problem is Heimerdinger cannot rely heavily on his abilities as much as other champions can who have built in stuns, flashes, slows, and overall stopping power. I understand and I am okay with it but what I am not okay with is not being able to help in big team fights unless I flat out troll with Heimerdinger but you guys have been making sure to halt and stop such way as Tankerdingers and other builds, I just want to play him the way he is meant to be played and not hope for a leaver or a quick rollover in matches but sustainability.
Below I have reworked the stats to show what they might look like and also feel free to get ahold of me if you enjoy my rework or go ahead and use it if you like, I do have a Bachelors Degree in Game Design and Development and I am currently researching beginning C++ game programming and would also appreciate any other programming books you can give me or any other advice. I really would like to have Heimerdinger be a viable champion in ranked games and not just a passing thought or a trolls pick.
Sincerely Kenneth B. (A.K.A. Yevsten)
Damage 49.24 (+3 / per level)
Health 350 (+75 / per level)
Mana 240 (+65 / per level)
Move Speed 325
Armor 7 (+3 / per level)
Spell Block 30 (+0 / per level)
Health Regen 4.5 (+0.55 / per level)
Mana Regen 7 (+0.65 / per level)
H-28G Evolution Turret - Heimerdinger lays down a machine gun turret. Turrets gain abilities as this skill is increased. (Turrets deal half damage to towers).
Heimerdinger constructs a Machine Gun Turret with 275.0/290.0/305.0/320.0/335.0 health and 30/38/46/54/62 (+0.3) magic damage (half damage to turrets). Max: 1/1/1/1/1 turret(s).
Each rank of this skill grants a further enhancement:
Rank 2: Armor/+3 Magic Armor/+3 Health/+50 Range, Sight increase/+50
Rank 3: Armor/+3 Magic Armor/+3 Health/+50 Range, Sight increase/+50
Rank 4: Armor/+3 Magic Armor/+3 Health/+50 Range, Sight increase/+50
Rank 5: Armor/+3 Magic Armor/+3 Health/+50 Range, Sight increase/+50 as well as health increase by +5 for each kill afterwards
Hextech Micro-Rockets - Heimerdinger fires long-range rockets that hit the enemies closest to Heimerdinger or in later level homing in on nearby champions.
Heimerdinger fires 1 enemy seeking Micro-Rocket(s), hitting targets nearest to him. Each rocket deals 85/135/185/235/285 (+0.55) magic damage.
At level five of Hextech Micro-Rockets receive 50% splash damage on hit of enemy minion or champion
CH-1 Concussion Grenade - Heimerdinger lobs a grenade at a location, dealing damage to enemy units as well as stunning anyone directly hit and blinding surrounding units.
Heimerdinger tosses a grenade, dealing 80/135/190/245/300 (+0.6) magic damage to enemy units and blinding them for 1/1.5/2/2.5/3 seconds.
UPGRADE!!! - Passive / Active: Passively increases Cool down Reduction, Actively increases magic damage. Activate to heal all active Evolution Turrets and cause them to fire electric shots, at increased Speed, for a short time, and multiple rockets may hit a single minion or champion if no other targets are available (when ultimate is active).
Passive: 10/15/20% Cool down Reduction.
Active: 10/15/20% additional magic damage (example: turret damage 30% + active ultimate (40/45/50%))
Rank 1: One additional turret, one additional rocket, grenade can stun for .5 second(s) if hit directly by grenade, 10% cool down, and active 10% increase on magic damage.
Rank 2: One additional turret, one additional rocket, grenade can stun for 1 second(s) if hit directly by grenade, 15% cool down, and active 15% increase on magic damage.
Rank 3: Turret now have AoE, rockets can now hit a single target multiple times if no other targets are around (when ultimate is active), grenade can stun for 1.5 second(s) if hit directly by grenade, 20% cool down, and active 20% increase on magic damage.
Active: All active Evolution Turrets are healed for 100% of their maximum health and also fire 20/25/30% increased speed electric shots. Additionally, your Hextech Micro-Rockets may hit a single target multiple times if no other targets are in range.
Techmaturgical Repair Bots - Heimerdinger gives nearby allied Turrets and Champions increased Health Regeneration.