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[Patch 3.13] Heimer Rework General Discussion - Page 89

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jcarlsoniv
Profile Blog Joined January 2010
United States27922 Posts
November 05 2013 19:51 GMT
#1761
On November 06 2013 04:46 Ryuu314 wrote:
Show nested quote +
On November 06 2013 04:13 Gahlo wrote:
On November 06 2013 04:11 Ryuu314 wrote:
Eh. Tbh, I feel that the Heimer rework wasn't really beneficial to Heimer other than making him picked more. His grenade is better now, but his turrets, missiles, and ult are arguably weaker.

You get more turrets, but they're much squishier and you're still very limited by turret cooldown/kit storage. The new turret's line attack is also sorta bad since the projectile speed is so slow even minions can dodge it. His new missiles are fine, but I think old missiles were stronger since they had longer range, were semi-undodgeable, and did more damage unless you hit multiple missiles on the same target, which isn't easy. Heimer's ulti turret is neat, but I just wish the ulti turret slowed instead of doing the rather pointless aoe attack since enemies generally won't group up enough for the aoe to be meaningful. He also has a lot less utility now due to no more slowing turrets.

The turret and missiles changes are largely QoL. The missles are more reliable because you are choosing where they go. The turrets are better because they won't randomly stop attacking and just sit there in the middle of a fight.

I don't really think the missiles are more reliable tbh. It wasn't hard to make sure the missile hits an enemy - definitely trickier, but it was pretty easy. You can make the argument that the missiles now are less reliable since the range is shorter, it's now a skillshot that can be dodged/damage minimized. The turret issue you referred to is a bug that can just be fixed via proper coding/bug squashing and doesn't need an entire rework to get rid of the issue.


No, rockets are 100% more reliable now. You tell them where to go. There isn't any RNG in it. This defines "more reliable".

Before, you had to wait until there were less than 3 enemy creeps around to press W on your opponent (or use it when they were closer than other creeps). In the jungle? Often rockets fired off onto jungle creeps.

Turret tankiess could potentially be tuned up a bit now, but they have to be careful. Since you can have 3, and you have a lot of options with them, they need to be able to die faster than they did pre rework.
Soniv ||| Soniv#1962 ||| @jcarlsoniv ||| The Big Golem ||| Join the Glorious Evolution. What's your favorite aminal, a bear? ||| Joe "Don't call me Daniel" "Soniv" "Daniel" Carlsberg LXIX ||| Paging Dr. John Shadow
Mauzel
Profile Joined December 2009
United States421 Posts
November 05 2013 19:54 GMT
#1762
I think turrets should take reduced damage from AoE abilities.

Single target I think it's about right but it should be a little harder to 1-shot turrets w/ AoE.
Lounge
Profile Joined November 2011
537 Posts
November 05 2013 19:54 GMT
#1763
Early thoughts on some masteries:

Spell Weaving/Blade Weaving look really neat for a lot of bruisers, unfortunately I don't think many of them are investing more than 9 points in offense with Legendary Guardian being so far down Defensive.

Offensive tree is pretty binary. You either get AP masteries or AD ones. I used to grab the flat AD on some mids that I could auto harass with, but having to put 3 points into +.66 AD per level to get it seems wasteful.

Early Defensive is bad. Really bad. Enchanted armor that high up is a noob trap. If you are getting enough bonus armor/mr to make it worth it (You aren't.) you're probably investing all in defensive anyway. There's absolutely no choice if you go 9 defensive.
Late defensive still really strong. The 9 spots in other trees not as good anymore. I'm expecting to see some ~4/26 builds.

They still don't know what they want to do with utility. It's a mix of really great things for really specific people but not all bundled together. The third tier is a perfect example of how jumbled it is. Unfortunately its being tilted even more to "spec this to support."
Alaric
Profile Joined November 2009
France45622 Posts
Last Edited: 2013-11-05 20:00:02
November 05 2013 19:58 GMT
#1764
Zed vs Wukong, not much to add. Wukong loses to most bruisers if he doesn't snowball off an early kill.
Cant take LMS hipsters serious.
Ketara
Profile Blog Joined August 2010
United States15065 Posts
November 05 2013 20:02 GMT
#1765
On November 06 2013 04:54 Lounge wrote:
Early thoughts on some masteries:

Spell Weaving/Blade Weaving look really neat for a lot of bruisers, unfortunately I don't think many of them are investing more than 9 points in offense with Legendary Guardian being so far down Defensive.

Offensive tree is pretty binary. You either get AP masteries or AD ones. I used to grab the flat AD on some mids that I could auto harass with, but having to put 3 points into +.66 AD per level to get it seems wasteful.

Early Defensive is bad. Really bad. Enchanted armor that high up is a noob trap. If you are getting enough bonus armor/mr to make it worth it (You aren't.) you're probably investing all in defensive anyway. There's absolutely no choice if you go 9 defensive.
Late defensive still really strong. The 9 spots in other trees not as good anymore. I'm expecting to see some ~4/26 builds.

They still don't know what they want to do with utility. It's a mix of really great things for really specific people but not all bundled together. The third tier is a perfect example of how jumbled it is. Unfortunately its being tilted even more to "spec this to support."


There's all kinds of choice if you go 9 into defense.

Veterans Scars is still a must buy, obviously.

The tier 1's are all very situational, and all good. There's basically 3 combos, Block+Recovery, Recovery+EnchantedArmor and Block+EnchantedArmor, and each of these will be good in different lanes/situations.

There's also choice at the 9 pointer between Juggernaut and Oppression, each will be better on different champions.


I agree a little bit on Utility though, it's being pushed as a support tree pretty heavily, but there's more options in the first 9 points there as well.

I don't like Runic Affinity. I think it's a boring mastery point and doesn't feel good, and limits choice rather than expanding on it. I'd like to see something else in that spot.
http://www.liquidlegends.net/forum/lol-general/502075-patch-61-league-of-legends-general-discussion?page=25#498
TheYango
Profile Joined September 2008
United States47024 Posts
Last Edited: 2013-11-05 20:05:41
November 05 2013 20:03 GMT
#1766
The new Biscuit mastery appears to be the strongest "new" mastery.

On November 06 2013 04:51 jcarlsoniv wrote:
Show nested quote +
On November 06 2013 04:46 Ryuu314 wrote:
On November 06 2013 04:13 Gahlo wrote:
On November 06 2013 04:11 Ryuu314 wrote:
Eh. Tbh, I feel that the Heimer rework wasn't really beneficial to Heimer other than making him picked more. His grenade is better now, but his turrets, missiles, and ult are arguably weaker.

You get more turrets, but they're much squishier and you're still very limited by turret cooldown/kit storage. The new turret's line attack is also sorta bad since the projectile speed is so slow even minions can dodge it. His new missiles are fine, but I think old missiles were stronger since they had longer range, were semi-undodgeable, and did more damage unless you hit multiple missiles on the same target, which isn't easy. Heimer's ulti turret is neat, but I just wish the ulti turret slowed instead of doing the rather pointless aoe attack since enemies generally won't group up enough for the aoe to be meaningful. He also has a lot less utility now due to no more slowing turrets.

The turret and missiles changes are largely QoL. The missles are more reliable because you are choosing where they go. The turrets are better because they won't randomly stop attacking and just sit there in the middle of a fight.

I don't really think the missiles are more reliable tbh. It wasn't hard to make sure the missile hits an enemy - definitely trickier, but it was pretty easy. You can make the argument that the missiles now are less reliable since the range is shorter, it's now a skillshot that can be dodged/damage minimized. The turret issue you referred to is a bug that can just be fixed via proper coding/bug squashing and doesn't need an entire rework to get rid of the issue.


No, rockets are 100% more reliable now. You tell them where to go. There isn't any RNG in it. This defines "more reliable".

Before, you had to wait until there were less than 3 enemy creeps around to press W on your opponent (or use it when they were closer than other creeps). In the jungle? Often rockets fired off onto jungle creeps.

Turret tankiess could potentially be tuned up a bit now, but they have to be careful. Since you can have 3, and you have a lot of options with them, they need to be able to die faster than they did pre rework.

There was never any RNG. Heimer rockets were always 3 closest targets, not 3 random targets in range. So it was 100% a positioning game before.
Moderator
Ketara
Profile Blog Joined August 2010
United States15065 Posts
Last Edited: 2013-11-05 20:11:22
November 05 2013 20:08 GMT
#1767
On November 06 2013 05:03 TheYango wrote:
The new Biscuit mastery appears to be the strongest "new" mastery.

Show nested quote +
On November 06 2013 04:51 jcarlsoniv wrote:
On November 06 2013 04:46 Ryuu314 wrote:
On November 06 2013 04:13 Gahlo wrote:
On November 06 2013 04:11 Ryuu314 wrote:
Eh. Tbh, I feel that the Heimer rework wasn't really beneficial to Heimer other than making him picked more. His grenade is better now, but his turrets, missiles, and ult are arguably weaker.

You get more turrets, but they're much squishier and you're still very limited by turret cooldown/kit storage. The new turret's line attack is also sorta bad since the projectile speed is so slow even minions can dodge it. His new missiles are fine, but I think old missiles were stronger since they had longer range, were semi-undodgeable, and did more damage unless you hit multiple missiles on the same target, which isn't easy. Heimer's ulti turret is neat, but I just wish the ulti turret slowed instead of doing the rather pointless aoe attack since enemies generally won't group up enough for the aoe to be meaningful. He also has a lot less utility now due to no more slowing turrets.

The turret and missiles changes are largely QoL. The missles are more reliable because you are choosing where they go. The turrets are better because they won't randomly stop attacking and just sit there in the middle of a fight.

I don't really think the missiles are more reliable tbh. It wasn't hard to make sure the missile hits an enemy - definitely trickier, but it was pretty easy. You can make the argument that the missiles now are less reliable since the range is shorter, it's now a skillshot that can be dodged/damage minimized. The turret issue you referred to is a bug that can just be fixed via proper coding/bug squashing and doesn't need an entire rework to get rid of the issue.


No, rockets are 100% more reliable now. You tell them where to go. There isn't any RNG in it. This defines "more reliable".

Before, you had to wait until there were less than 3 enemy creeps around to press W on your opponent (or use it when they were closer than other creeps). In the jungle? Often rockets fired off onto jungle creeps.

Turret tankiess could potentially be tuned up a bit now, but they have to be careful. Since you can have 3, and you have a lot of options with them, they need to be able to die faster than they did pre rework.

There was never any RNG. Heimer rockets were always 3 closest targets, not 3 random targets in range. So it was 100% a positioning game before.


The new Biscuit mastery is really strong, but is awkward because it's only health potions. So it devalues mana potions and flask, and is devalued for non-mana champions who get 10 mana they don't need from it. It's still good, but becomes awkwardly much more efficient for some champions over others. I'd prefer it if it had some way to affect all potion types.

I think depending on how long the buffs last that Spellweaving/Bladeweaving are retarded overpowered on specific champions. Also depending on how they work with spells that count on-hits.

Scavenger, Strength of Spirit and the new 9 points in Offense also reeeeeeally good.
http://www.liquidlegends.net/forum/lol-general/502075-patch-61-league-of-legends-general-discussion?page=25#498
cLutZ
Profile Joined November 2010
United States19574 Posts
November 05 2013 20:15 GMT
#1768
On November 06 2013 04:50 Fusilero wrote:
Czaru did ghost/exhaust wukong. Got dumpstered by overpow's zed so urm.. any thoughts?


Zed>Wukong?

The Zed nerfs are vastly overrated for anyone that is not a top 5 in the world player.
Freeeeeeedom
Ryuu314
Profile Joined October 2009
United States12679 Posts
November 05 2013 20:22 GMT
#1769
On November 06 2013 05:03 TheYango wrote:
The new Biscuit mastery appears to be the strongest "new" mastery.

Show nested quote +
On November 06 2013 04:51 jcarlsoniv wrote:
On November 06 2013 04:46 Ryuu314 wrote:
On November 06 2013 04:13 Gahlo wrote:
On November 06 2013 04:11 Ryuu314 wrote:
Eh. Tbh, I feel that the Heimer rework wasn't really beneficial to Heimer other than making him picked more. His grenade is better now, but his turrets, missiles, and ult are arguably weaker.

You get more turrets, but they're much squishier and you're still very limited by turret cooldown/kit storage. The new turret's line attack is also sorta bad since the projectile speed is so slow even minions can dodge it. His new missiles are fine, but I think old missiles were stronger since they had longer range, were semi-undodgeable, and did more damage unless you hit multiple missiles on the same target, which isn't easy. Heimer's ulti turret is neat, but I just wish the ulti turret slowed instead of doing the rather pointless aoe attack since enemies generally won't group up enough for the aoe to be meaningful. He also has a lot less utility now due to no more slowing turrets.

The turret and missiles changes are largely QoL. The missles are more reliable because you are choosing where they go. The turrets are better because they won't randomly stop attacking and just sit there in the middle of a fight.

I don't really think the missiles are more reliable tbh. It wasn't hard to make sure the missile hits an enemy - definitely trickier, but it was pretty easy. You can make the argument that the missiles now are less reliable since the range is shorter, it's now a skillshot that can be dodged/damage minimized. The turret issue you referred to is a bug that can just be fixed via proper coding/bug squashing and doesn't need an entire rework to get rid of the issue.


No, rockets are 100% more reliable now. You tell them where to go. There isn't any RNG in it. This defines "more reliable".

Before, you had to wait until there were less than 3 enemy creeps around to press W on your opponent (or use it when they were closer than other creeps). In the jungle? Often rockets fired off onto jungle creeps.

Turret tankiess could potentially be tuned up a bit now, but they have to be careful. Since you can have 3, and you have a lot of options with them, they need to be able to die faster than they did pre rework.

There was never any RNG. Heimer rockets were always 3 closest targets, not 3 random targets in range. So it was 100% a positioning game before.

yea agree. the fact that it's only tier 3 means I think we'll be seeing a lot of x/x/9 mastery builds. Even if it only affects health pots and the 10 mana may be wasted on a lot of champs, getting biscuits is almost a 25% increase in heal from health pots.
Cloud9157
Profile Joined December 2010
United States2968 Posts
November 05 2013 20:23 GMT
#1770
Why you wouldn't take ignite on Wukong is beyond me. Unless you're going against some unkillable tank monster(malphite or zac) you should take ignite every time to try and get a kill in lane. Snowballing off of a kill as Wukong makes his power curve go up by a lot, as he can have the good laning phase on top of the already monster mid-late game.
"Are you absolutely sure that armor only affects the health portion of a protoss army??? That doesn't sound right to me. source?" -Some idiot
jcarlsoniv
Profile Blog Joined January 2010
United States27922 Posts
November 05 2013 20:31 GMT
#1771
On November 06 2013 05:03 TheYango wrote:
The new Biscuit mastery appears to be the strongest "new" mastery.

Show nested quote +
On November 06 2013 04:51 jcarlsoniv wrote:
On November 06 2013 04:46 Ryuu314 wrote:
On November 06 2013 04:13 Gahlo wrote:
On November 06 2013 04:11 Ryuu314 wrote:
Eh. Tbh, I feel that the Heimer rework wasn't really beneficial to Heimer other than making him picked more. His grenade is better now, but his turrets, missiles, and ult are arguably weaker.

You get more turrets, but they're much squishier and you're still very limited by turret cooldown/kit storage. The new turret's line attack is also sorta bad since the projectile speed is so slow even minions can dodge it. His new missiles are fine, but I think old missiles were stronger since they had longer range, were semi-undodgeable, and did more damage unless you hit multiple missiles on the same target, which isn't easy. Heimer's ulti turret is neat, but I just wish the ulti turret slowed instead of doing the rather pointless aoe attack since enemies generally won't group up enough for the aoe to be meaningful. He also has a lot less utility now due to no more slowing turrets.

The turret and missiles changes are largely QoL. The missles are more reliable because you are choosing where they go. The turrets are better because they won't randomly stop attacking and just sit there in the middle of a fight.

I don't really think the missiles are more reliable tbh. It wasn't hard to make sure the missile hits an enemy - definitely trickier, but it was pretty easy. You can make the argument that the missiles now are less reliable since the range is shorter, it's now a skillshot that can be dodged/damage minimized. The turret issue you referred to is a bug that can just be fixed via proper coding/bug squashing and doesn't need an entire rework to get rid of the issue.


No, rockets are 100% more reliable now. You tell them where to go. There isn't any RNG in it. This defines "more reliable".

Before, you had to wait until there were less than 3 enemy creeps around to press W on your opponent (or use it when they were closer than other creeps). In the jungle? Often rockets fired off onto jungle creeps.

Turret tankiess could potentially be tuned up a bit now, but they have to be careful. Since you can have 3, and you have a lot of options with them, they need to be able to die faster than they did pre rework.

There was never any RNG. Heimer rockets were always 3 closest targets, not 3 random targets in range. So it was 100% a positioning game before.


I suppose you're right. Disregard, I'm bad.

On November 06 2013 04:54 Mauzel wrote:
I think turrets should take reduced damage from AoE abilities.

Single target I think it's about right but it should be a little harder to 1-shot turrets w/ AoE.


100% agree
Soniv ||| Soniv#1962 ||| @jcarlsoniv ||| The Big Golem ||| Join the Glorious Evolution. What's your favorite aminal, a bear? ||| Joe "Don't call me Daniel" "Soniv" "Daniel" Carlsberg LXIX ||| Paging Dr. John Shadow
Ghost-z
Profile Joined September 2010
United States1291 Posts
Last Edited: 2013-11-05 20:37:02
November 05 2013 20:35 GMT
#1772
On November 06 2013 05:08 Ketara wrote:
Show nested quote +
On November 06 2013 05:03 TheYango wrote:
The new Biscuit mastery appears to be the strongest "new" mastery.

On November 06 2013 04:51 jcarlsoniv wrote:
On November 06 2013 04:46 Ryuu314 wrote:
On November 06 2013 04:13 Gahlo wrote:
On November 06 2013 04:11 Ryuu314 wrote:
Eh. Tbh, I feel that the Heimer rework wasn't really beneficial to Heimer other than making him picked more. His grenade is better now, but his turrets, missiles, and ult are arguably weaker.

You get more turrets, but they're much squishier and you're still very limited by turret cooldown/kit storage. The new turret's line attack is also sorta bad since the projectile speed is so slow even minions can dodge it. His new missiles are fine, but I think old missiles were stronger since they had longer range, were semi-undodgeable, and did more damage unless you hit multiple missiles on the same target, which isn't easy. Heimer's ulti turret is neat, but I just wish the ulti turret slowed instead of doing the rather pointless aoe attack since enemies generally won't group up enough for the aoe to be meaningful. He also has a lot less utility now due to no more slowing turrets.

The turret and missiles changes are largely QoL. The missles are more reliable because you are choosing where they go. The turrets are better because they won't randomly stop attacking and just sit there in the middle of a fight.

I don't really think the missiles are more reliable tbh. It wasn't hard to make sure the missile hits an enemy - definitely trickier, but it was pretty easy. You can make the argument that the missiles now are less reliable since the range is shorter, it's now a skillshot that can be dodged/damage minimized. The turret issue you referred to is a bug that can just be fixed via proper coding/bug squashing and doesn't need an entire rework to get rid of the issue.


No, rockets are 100% more reliable now. You tell them where to go. There isn't any RNG in it. This defines "more reliable".

Before, you had to wait until there were less than 3 enemy creeps around to press W on your opponent (or use it when they were closer than other creeps). In the jungle? Often rockets fired off onto jungle creeps.

Turret tankiess could potentially be tuned up a bit now, but they have to be careful. Since you can have 3, and you have a lot of options with them, they need to be able to die faster than they did pre rework.

There was never any RNG. Heimer rockets were always 3 closest targets, not 3 random targets in range. So it was 100% a positioning game before.


The new Biscuit mastery is really strong, but is awkward because it's only health potions. So it devalues mana potions and flask, and is devalued for non-mana champions who get 10 mana they don't need from it. It's still good, but becomes awkwardly much more efficient for some champions over others. I'd prefer it if it had some way to affect all potion types.

I think depending on how long the buffs last that Spellweaving/Bladeweaving are retarded overpowered on specific champions. Also depending on how they work with spells that count on-hits.

Scavenger, Strength of Spirit and the new 9 points in Offense also reeeeeeally good.

The way I read it tells me it would be 20 bonus HP on health potions and 10 bonus mana on mana potions. I'm picturing both a red biscuit and blue biscuit. I hope its not just on health potions because that would be dumb.
Fairy Tales when you're a child begin with "Once upon a time" and when you're an adult begin, "If elected I promise..."
Ketara
Profile Blog Joined August 2010
United States15065 Posts
November 05 2013 20:38 GMT
#1773
On November 06 2013 05:35 Ghost-z wrote:
Show nested quote +
On November 06 2013 05:08 Ketara wrote:
On November 06 2013 05:03 TheYango wrote:
The new Biscuit mastery appears to be the strongest "new" mastery.

On November 06 2013 04:51 jcarlsoniv wrote:
On November 06 2013 04:46 Ryuu314 wrote:
On November 06 2013 04:13 Gahlo wrote:
On November 06 2013 04:11 Ryuu314 wrote:
Eh. Tbh, I feel that the Heimer rework wasn't really beneficial to Heimer other than making him picked more. His grenade is better now, but his turrets, missiles, and ult are arguably weaker.

You get more turrets, but they're much squishier and you're still very limited by turret cooldown/kit storage. The new turret's line attack is also sorta bad since the projectile speed is so slow even minions can dodge it. His new missiles are fine, but I think old missiles were stronger since they had longer range, were semi-undodgeable, and did more damage unless you hit multiple missiles on the same target, which isn't easy. Heimer's ulti turret is neat, but I just wish the ulti turret slowed instead of doing the rather pointless aoe attack since enemies generally won't group up enough for the aoe to be meaningful. He also has a lot less utility now due to no more slowing turrets.

The turret and missiles changes are largely QoL. The missles are more reliable because you are choosing where they go. The turrets are better because they won't randomly stop attacking and just sit there in the middle of a fight.

I don't really think the missiles are more reliable tbh. It wasn't hard to make sure the missile hits an enemy - definitely trickier, but it was pretty easy. You can make the argument that the missiles now are less reliable since the range is shorter, it's now a skillshot that can be dodged/damage minimized. The turret issue you referred to is a bug that can just be fixed via proper coding/bug squashing and doesn't need an entire rework to get rid of the issue.


No, rockets are 100% more reliable now. You tell them where to go. There isn't any RNG in it. This defines "more reliable".

Before, you had to wait until there were less than 3 enemy creeps around to press W on your opponent (or use it when they were closer than other creeps). In the jungle? Often rockets fired off onto jungle creeps.

Turret tankiess could potentially be tuned up a bit now, but they have to be careful. Since you can have 3, and you have a lot of options with them, they need to be able to die faster than they did pre rework.

There was never any RNG. Heimer rockets were always 3 closest targets, not 3 random targets in range. So it was 100% a positioning game before.


The new Biscuit mastery is really strong, but is awkward because it's only health potions. So it devalues mana potions and flask, and is devalued for non-mana champions who get 10 mana they don't need from it. It's still good, but becomes awkwardly much more efficient for some champions over others. I'd prefer it if it had some way to affect all potion types.

I think depending on how long the buffs last that Spellweaving/Bladeweaving are retarded overpowered on specific champions. Also depending on how they work with spells that count on-hits.

Scavenger, Strength of Spirit and the new 9 points in Offense also reeeeeeally good.

The way I read it tells me it would be 20 bonus HP on health potions and 10 bonus mana on mana potions. I'm picturing both a red biscuit and blue biscuit. I hope its not just on health potions because that would be dumb.


Yeah that's possible. I wouldn't mind that.
http://www.liquidlegends.net/forum/lol-general/502075-patch-61-league-of-legends-general-discussion?page=25#498
Ryuu314
Profile Joined October 2009
United States12679 Posts
November 05 2013 20:45 GMT
#1774
On November 06 2013 05:35 Ghost-z wrote:
Show nested quote +
On November 06 2013 05:08 Ketara wrote:
On November 06 2013 05:03 TheYango wrote:
The new Biscuit mastery appears to be the strongest "new" mastery.

On November 06 2013 04:51 jcarlsoniv wrote:
On November 06 2013 04:46 Ryuu314 wrote:
On November 06 2013 04:13 Gahlo wrote:
On November 06 2013 04:11 Ryuu314 wrote:
Eh. Tbh, I feel that the Heimer rework wasn't really beneficial to Heimer other than making him picked more. His grenade is better now, but his turrets, missiles, and ult are arguably weaker.

You get more turrets, but they're much squishier and you're still very limited by turret cooldown/kit storage. The new turret's line attack is also sorta bad since the projectile speed is so slow even minions can dodge it. His new missiles are fine, but I think old missiles were stronger since they had longer range, were semi-undodgeable, and did more damage unless you hit multiple missiles on the same target, which isn't easy. Heimer's ulti turret is neat, but I just wish the ulti turret slowed instead of doing the rather pointless aoe attack since enemies generally won't group up enough for the aoe to be meaningful. He also has a lot less utility now due to no more slowing turrets.

The turret and missiles changes are largely QoL. The missles are more reliable because you are choosing where they go. The turrets are better because they won't randomly stop attacking and just sit there in the middle of a fight.

I don't really think the missiles are more reliable tbh. It wasn't hard to make sure the missile hits an enemy - definitely trickier, but it was pretty easy. You can make the argument that the missiles now are less reliable since the range is shorter, it's now a skillshot that can be dodged/damage minimized. The turret issue you referred to is a bug that can just be fixed via proper coding/bug squashing and doesn't need an entire rework to get rid of the issue.


No, rockets are 100% more reliable now. You tell them where to go. There isn't any RNG in it. This defines "more reliable".

Before, you had to wait until there were less than 3 enemy creeps around to press W on your opponent (or use it when they were closer than other creeps). In the jungle? Often rockets fired off onto jungle creeps.

Turret tankiess could potentially be tuned up a bit now, but they have to be careful. Since you can have 3, and you have a lot of options with them, they need to be able to die faster than they did pre rework.

There was never any RNG. Heimer rockets were always 3 closest targets, not 3 random targets in range. So it was 100% a positioning game before.


The new Biscuit mastery is really strong, but is awkward because it's only health potions. So it devalues mana potions and flask, and is devalued for non-mana champions who get 10 mana they don't need from it. It's still good, but becomes awkwardly much more efficient for some champions over others. I'd prefer it if it had some way to affect all potion types.

I think depending on how long the buffs last that Spellweaving/Bladeweaving are retarded overpowered on specific champions. Also depending on how they work with spells that count on-hits.

Scavenger, Strength of Spirit and the new 9 points in Offense also reeeeeeally good.

The way I read it tells me it would be 20 bonus HP on health potions and 10 bonus mana on mana potions. I'm picturing both a red biscuit and blue biscuit. I hope its not just on health potions because that would be dumb.

from the Riot post:


Culinary Master (1 Rank)(Req Alchemist) - Your health potions are upgraded into Biscuits that restore an additional 20 health and 10 mana instantly upon consumption

Pretty sure it's just health potions.
Carnivorous Sheep
Profile Blog Joined November 2008
Baa?21248 Posts
November 05 2013 20:47 GMT
#1775
On November 06 2013 05:31 jcarlsoniv wrote:


Show nested quote +
On November 06 2013 04:54 Mauzel wrote:
I think turrets should take reduced damage from AoE abilities.

Single target I think it's about right but it should be a little harder to 1-shot turrets w/ AoE.


100% agree


meeeeh turrets are hard enough to kill already just space them out..
TranslatorBaa!
canikizu
Profile Joined September 2010
4860 Posts
November 05 2013 20:53 GMT
#1776
On November 06 2013 05:45 Ryuu314 wrote:
Show nested quote +
On November 06 2013 05:35 Ghost-z wrote:
On November 06 2013 05:08 Ketara wrote:
On November 06 2013 05:03 TheYango wrote:
The new Biscuit mastery appears to be the strongest "new" mastery.

On November 06 2013 04:51 jcarlsoniv wrote:
On November 06 2013 04:46 Ryuu314 wrote:
On November 06 2013 04:13 Gahlo wrote:
On November 06 2013 04:11 Ryuu314 wrote:
Eh. Tbh, I feel that the Heimer rework wasn't really beneficial to Heimer other than making him picked more. His grenade is better now, but his turrets, missiles, and ult are arguably weaker.

You get more turrets, but they're much squishier and you're still very limited by turret cooldown/kit storage. The new turret's line attack is also sorta bad since the projectile speed is so slow even minions can dodge it. His new missiles are fine, but I think old missiles were stronger since they had longer range, were semi-undodgeable, and did more damage unless you hit multiple missiles on the same target, which isn't easy. Heimer's ulti turret is neat, but I just wish the ulti turret slowed instead of doing the rather pointless aoe attack since enemies generally won't group up enough for the aoe to be meaningful. He also has a lot less utility now due to no more slowing turrets.

The turret and missiles changes are largely QoL. The missles are more reliable because you are choosing where they go. The turrets are better because they won't randomly stop attacking and just sit there in the middle of a fight.

I don't really think the missiles are more reliable tbh. It wasn't hard to make sure the missile hits an enemy - definitely trickier, but it was pretty easy. You can make the argument that the missiles now are less reliable since the range is shorter, it's now a skillshot that can be dodged/damage minimized. The turret issue you referred to is a bug that can just be fixed via proper coding/bug squashing and doesn't need an entire rework to get rid of the issue.


No, rockets are 100% more reliable now. You tell them where to go. There isn't any RNG in it. This defines "more reliable".

Before, you had to wait until there were less than 3 enemy creeps around to press W on your opponent (or use it when they were closer than other creeps). In the jungle? Often rockets fired off onto jungle creeps.

Turret tankiess could potentially be tuned up a bit now, but they have to be careful. Since you can have 3, and you have a lot of options with them, they need to be able to die faster than they did pre rework.

There was never any RNG. Heimer rockets were always 3 closest targets, not 3 random targets in range. So it was 100% a positioning game before.


The new Biscuit mastery is really strong, but is awkward because it's only health potions. So it devalues mana potions and flask, and is devalued for non-mana champions who get 10 mana they don't need from it. It's still good, but becomes awkwardly much more efficient for some champions over others. I'd prefer it if it had some way to affect all potion types.

I think depending on how long the buffs last that Spellweaving/Bladeweaving are retarded overpowered on specific champions. Also depending on how they work with spells that count on-hits.

Scavenger, Strength of Spirit and the new 9 points in Offense also reeeeeeally good.

The way I read it tells me it would be 20 bonus HP on health potions and 10 bonus mana on mana potions. I'm picturing both a red biscuit and blue biscuit. I hope its not just on health potions because that would be dumb.

from the Riot post:
Show nested quote +


Culinary Master (1 Rank)(Req Alchemist) - Your health potions are upgraded into Biscuits that restore an additional 20 health and 10 mana instantly upon consumption

Pretty sure it's just health potions.

Or they could make it to additional 20health and 10 mana for health potion, or 10 health and 20 mana for mana potion.
jcarlsoniv
Profile Blog Joined January 2010
United States27922 Posts
November 05 2013 20:53 GMT
#1777
On November 06 2013 05:47 Carnivorous Sheep wrote:
Show nested quote +
On November 06 2013 05:31 jcarlsoniv wrote:


On November 06 2013 04:54 Mauzel wrote:
I think turrets should take reduced damage from AoE abilities.

Single target I think it's about right but it should be a little harder to 1-shot turrets w/ AoE.


100% agree


meeeeh turrets are hard enough to kill already just space them out..


not even remotely true

Yes, their squishiness can be countered somewhat by spacing. But they still are very fragile and should take less damage from AoE.
Soniv ||| Soniv#1962 ||| @jcarlsoniv ||| The Big Golem ||| Join the Glorious Evolution. What's your favorite aminal, a bear? ||| Joe "Don't call me Daniel" "Soniv" "Daniel" Carlsberg LXIX ||| Paging Dr. John Shadow
Carnivorous Sheep
Profile Blog Joined November 2008
Baa?21248 Posts
November 05 2013 20:58 GMT
#1778
On November 06 2013 05:53 jcarlsoniv wrote:
Show nested quote +
On November 06 2013 05:47 Carnivorous Sheep wrote:
On November 06 2013 05:31 jcarlsoniv wrote:


On November 06 2013 04:54 Mauzel wrote:
I think turrets should take reduced damage from AoE abilities.

Single target I think it's about right but it should be a little harder to 1-shot turrets w/ AoE.


100% agree


meeeeh turrets are hard enough to kill already just space them out..


not even remotely true

Yes, their squishiness can be countered somewhat by spacing. But they still are very fragile and should take less damage from AoE.


meeeeeeh they do enough already

fuck da turrets
TranslatorBaa!
Mauzel
Profile Joined December 2009
United States421 Posts
November 05 2013 20:59 GMT
#1779
On November 06 2013 05:47 Carnivorous Sheep wrote:
Show nested quote +
On November 06 2013 05:31 jcarlsoniv wrote:


On November 06 2013 04:54 Mauzel wrote:
I think turrets should take reduced damage from AoE abilities.

Single target I think it's about right but it should be a little harder to 1-shot turrets w/ AoE.


100% agree


meeeeh turrets are hard enough to kill already just space them out..



Well the thing with AoE is that they are frequently also very long ranged.

This means that you get to clear them with no risk to yourself but also with the potential of clearing the wave/damaging heimer.

Usually AoE has counterplay because it's a skillshot. Despite a skills long range (like Nocturne Q) it's possible to dodge it. Because turrets don't move they can't dodge it.

I think it might go nicely as something to improve the turrets as you level them up. Maybe like @lvl 1 they have 10% reduction and lvl5 they have 50% reduction in AoE damage. Not exact numbers but something to that effect.
cLutZ
Profile Joined November 2010
United States19574 Posts
November 05 2013 21:02 GMT
#1780
Turrets are stupid. Should be unkillable, or should have no cooldown and be balanced around that. They are too core to his kit for the current iteration to be fun.

See-minion-kill-minion doesnt have the same ring to it.
Freeeeeeedom
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