Talk:Heimerdinger/@comment-4664737-20140408131643

I feel like Heimerdinger's strong but he lacks some sort of edge. He's like a weaker version of LeBlanc, he either pawns hard early game but scale off late game or more likely, both in many cases. I would suggest they take off some of his AP scalings or base damages and revert it into utility or powerful tweaks. FOR EXAMPLE:

Passive: Techmaturgical Repair Bots: Whenever Heimer or allied Champions within range receive an instance of damage from Champion-based sources, they receive a double-digit amount of Health regeneration for several sec. This regeneration stacks up to X-times. Additionally, Heimer's abilities gain extra effects when reaching a certain level and/or maxed.

Q: Level blank: Every several sec., turrets fire homing rockets to 2 nearby enemies, dealing magic damage. These rockets can be blocked by other units. Damage from Champion-based sources fires a non-blockable rocket to them. Affects normal and enhanced turrets. Maxed: Destroyed turrets launch themselves into the air and come crashing down on the area marked by a blinking red dot, dealing magic damage. Enemies will be warned when a turret is launching. Affects normal and enhanced turrets

W: Level blank: Enemies struck by rockets are revealed for several sec. and rockets will attempt to seek enemies within range when reaching max range. Affects normal and enhanced rockets. Maxed: Enemies dealing damage to allies are marked for several sec. Marked enemies receive bonus damage from rockets. Affects normal and enhanced rockets.

E: Level blank: Grenades receive increased area-of-effect. Affects normal and enhanced grenades. Maxed: Grenades are now on ammo system, up to 2 at a time. Enemies struck by additional grenades receive less damage but increased debuffs. Affects normal and enhanced grenades.