I just started playing as Heimerdinger and damn do I love that character!
Heimerdinger is getting a
massive nerf, probably Tuesday or so.
None.
I think they make enough money off of people buying points that it will never stop being free.
And do you know any details, shmeeps? I played 4 or 5 games with him last night and wooped ass with him, but it's not like he's really that OP or anything. Most of my deaths were against people who slowed me as I ran and/or 1v1 tank characters. He's definitely not one I can see taking on 2 or 3 alone, effectively (without all his turrets up that is).
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Things I can think of would be turret life and possibly something about his mini rockets. (maybe the range? not sure.) The combination of the turret life and his mini rockets can make him hard to approach with even at least a couple others, even if he is alone or just has one other person by him. Some can take out his turrets easy, but some have some difficulty in doing so. Targeting priority on his turrets can also be a problem, but it might be too much of a nerf to his ult if they changed it.
Post has been edited 2 time(s), last time on Aug 23 2010, 9:05 pm by ShadowFlare.
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Just found the Heimer changes from
http://www.leagueoflegends.com/board/showthread.php?t=218626Heimerdinger- H-28G Evolution Turret: Maximum turrets changed to 1/2/2/2/2 from 1/2/2/3/3
- H-28G Evolution Turret rank 4 now grants +100 bonus health to new turrets
- Cooldown modified to 26/23/20/17/14 from 24/22/20/18/16
- CH-1 Concussion Grenade no longer affects towers or buildings
- CH-1 Concussion Grenade ability power ratio increased to .6 from .55
Aside from the turrets reduced from 3 to 2 and the grenade not affecting towers/buildings, it doesn't seem that bad. Ultimately it's a lower cooldown, and the Grenade does more damage (and typically it's a beast since I'm pushing 350+ Ability Power by the time I hit 18 anyway). Everyone is saying this is a huge nerf, though, so perhaps I'm misreading something.
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Malphite
Unstoppable Force is now unstoppable and cannot be interrupted by disables
Haha.
Karthus
Requiem mana cost reduced to 150/175/200 from 200/300/400
Kassadin
Attack range increased to 125 from 120
Magic resistance gained per level increased to 1.25 from 0
Hurray. My two favorites have more buffs.
Heimerdinger
H-28G Evolution Turret: Maximum turrets changed to 1/2/2/2/2 from 1/2/2/3/3
H-28G Evolution Turret rank 4 now grants +100 bonus health to new turrets
Cooldown modified to 26/23/20/17/14 from 24/22/20/18/16
CH-1 Concussion Grenade no longer affects towers or buildings
CH-1 Concussion Grenade ability power ratio increased to .6 from .55
Aside from the turrets reduced from 3 to 2 and the grenade not affecting towers/buildings, it doesn't seem that bad. Ultimately it's a lower cooldown, and the Grenade does more damage (and typically it's a beast since I'm pushing 350+ Ability Power by the time I hit 18 anyway). Everyone is saying this is a huge nerf, though, so perhaps I'm misreading something.
Shen
Feint duration increased to 2.5 seconds from 1.5 seconds
Stand United no longer shields Shen
Shaco
Deceive
Cooldown increased to 11 from 10
Duration to 3.5 from 4 seconds
Hallucinate
Cooldown increased to 100/90/80 from 90/75/60
Duration reduced to 18 from 30
Guardian Angel no longer revives the clone although will apply the passive particle
Backstab (passive) bonus damage reduced to 20% from 25%
Two Shiv Poison no longer blinds the target
Jack In The Box will now break stealth upon cast
Perhaps these characters will not be banned as much anymore?
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The grenade only did 50% damage to towers, and I don't know anyone who used those on towers consistently considering dropping a turret next to one and just attacking regularly did more damage overall. Again, not seeing the huge nerf people complained about for Heimer on their forums. Maybe Heimer players are just pissed that they're losing a turret again (since the last nerf dropped it from 6 to 3, right?).
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The problem with the grenade was that it was not only the only ability that could hit towers, it could also outrange them. So you could have a 5v5 stalemate going on with Heimer just hacking away at the turrets life, while you couldn't go in without getting the grenade/missle/turret ult + rest of the other team combo.
Played Amumu and Udyr again today, haven't played them in the longest time. Both are broke as a joke. ^_^
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Just played Heimer after the "nerf." He still kicks ass. The bonus HP to turrets is great, and grenades do more damage. It's a beautiful thing.
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Nasus has one buff in the latest patch. Now Siphoning Strike can't be dodged.
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But Heimer cant rape towers which is a good thing ;o
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I think they gotta compensate Heimy's previous nerfs and this 'nerf', if that's what it is, with a buff to his ultimate. Honestly, it's one of the most useless ultimates in the game, imo.
I do approve of the Kog'Maw buff (though that's biased, as I love using him), but his passive still needs a complete re-make. Having something that only helps me if I die is not cool, I don't plan on dieing often.
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Quote from name:Artanis186
I think they gotta compensate Heimy's previous nerfs and this 'nerf', if that's what it is, with a buff to his ultimate. Honestly, it's one of the most useless ultimates in the game, imo.
I disagree, it's essentially an AoE Crowd control, since it can target multiple units. Not only that, but the turrets still pack a pretty nice punch, so getting caught in the middle of the ult will wreck your health bar as you try to run.
As far as ults needing re-works, Nunu's and Eve's should have a huge rework priority over every, especially Heimer. Even after that, Taric's and Sivr's just aren't that great, nor are Kat's, Warwick's or Malzahar, since all can be interrupted.
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All I know is that Shaco was nerfed, and that makes me a happy Lingie.
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Quote from name:Artanis186
I think they gotta compensate Heimy's previous nerfs and this 'nerf', if that's what it is, with a buff to his ultimate. Honestly, it's one of the most useless ultimates in the game, imo.
I disagree, it's essentially an AoE Crowd control, since it can target multiple units. Not only that, but the turrets still pack a pretty nice punch, so getting caught in the middle of the ult will wreck your health bar as you try to run.
Well sort of. It can attack multiple units in that it does have an AoE effect, but technically they still only fire at one target at a time. If you are fortunate enough to manage to get 2 down while you run, then this ult can be great. Otherwise, I actually agree that I see it as being pretty weak compared to most others. More often than not I find that I use my grenade to stun, drop a turret, fire my missile(s), and run. If need be, I can use my ult, but only to slow them while I wait a second or two for my grenade and missile again. I technically don't even need to use the ult since it seems that the most useful part is the passive cooldown reduction, but most heroes that have cooldown reduction get it for a non-ult spell.
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Why is it that every new champion they make anymore seems to be a champion that's annoying as all hell? Galio with his massively damaging skill-shots, and now the new guy with the hardly-dodgable AoE that basically gaurantees a shot with another one of his spells.
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Yeah, I agree. I played 2 games against Urgot today, and his Ult is a huge pain in the ass. I can't tell you the amount of times he switches places with me and pulls me to a damn turret.
Currently Working On: My Overwatch addiction.