Explore GameReplays...

League of Legends

401 users online in the past 15 minutes
384 guests and 17 members
LATEST VIDEOS ON DEMAND
FREE CHAMPIONS
IPB ImageIPB ImageIPB ImageIPB ImageIPB ImageIPB ImageIPB ImageIPB ImageIPB ImageIPB Image
HOT FORUM TOPICS
TEAMSPEAK 3 SERVER

Heimerdinger and Xerath on PBE

By Feanor - 11th October 2013 - 05:49 AM

20thCenturyFaux revealed some Heimerdinger changes on PBE. Heimerdinger is one of the champions who is in dire need of a rework because his playstyle doesn't fit into this game at all and continual nerfs have made him not viable. Heimerdinger is ready for PBE. PBE is ready for Heimerdinger. It is time.

Heimerdinger players have done an excellent job of showing us what [makes them passionate, and our goal with the rework was to make those elements more interactive. To that end, reinventing the Revered Inventor meant adding depth of play to all of his active skills.

Heimerdinger's new tools are loaded with opportunities to express skill, both in ability mastery and in overall strategy. He has the tenacity to recover from his failures and the power to define the game with his successes. From his first tinkering to his fiftieth victory, Heimerdinger's power scales with creativity.

Abilities



Passive: Techmaturgical Repair Bots
  • Heimerdinger gives nearby allied champions and H-28G Evolution Turrets 10/15/20/25/30 bonus health regeneration per 5 seconds.
Q: H-28G Evolution Turret
  • Places a Turret at target location. Turret attacks and beams prioritize Heimerdinger's targets and enemies attacking Heimerdinger. Their Health increases with Heimerdinger's champion level and they shut down eight seconds after he moves out of the area.
    Heimerdinger generates a Turret Kit every 24/23/22/21/20 seconds (modified by Cooldown Reduction), and can hold up to 1/1/2/2/3 Kits at once.
  • Mana Cost: 20
  • Cooldown: 1
H-28G Evolution Turret Stats
  • Health: 150 (+25 / Champion level)
  • Attack - Cannon: 15/22/29/36/42 (+0.125 AP) magic damage
  • Attack - Beam: 50/75/100/125/150 (+0.5 AP) magic damage in a line, 12 second cooldown modified by Cooldown Reduction
  • Maximum Turrets: 3
W: Hextech Micro-Rockets
  • Unleashes a barrage of 5 rockets that converge towards your cursor and fan out past it. Each rocket deals 60/90/120/150/180 (+0.45 AP) magic damage.
    Enemies that are hit by more than one rocket take 20% magic damage for each additional rocket, max 105/160/215/270/325. Minions take 60% instead.
    Targeting the rockets closer to Heimerdinger increases their spread.
  • Mana Cost: 70/80/90/100/110
  • Cooldown: 11
E: CH-1 Electron Storm Grenade
  • Hurls a grenade that deals 60/100/140/180/220 (+0.6 AP) magic damage to enemy units and slows their Movement Speed by 35% for 2 seconds. Enemies in the center of the blast are also stunned for 1.25 seconds.
  • Mana Cost: 85
  • Cooldown: 18/16/14/12/10
R: UPGRADE!!!
  • Heimerdinger's next basic spell is free and has bonus effects.
  • H-28Q Apex Turret: Places a Turret that deals 90/110/130 (+0.33 AP) magic damage with its cannon and 225/300/375 (+0.8 AP) magic damage with its beam for 8 seconds. It has extra health, charges beam twice as fast, and does not count toward the 3 Turret maximum.
  • Hextech Rocket Swarm: Fires 4 waves that deal 135/180/225 magic damage each. Champions and Monsters hit by multiple rockets take reduced damage, max 550/750/950 (+1.8 AP).
  • CH-3X Lightning Grenade: Throws a grenade that discharges three times, dealing 150/200/250 (+0.6 AP) magic damage each time. Both the stun and slow areas are larger and the slow is improved to 80%.
  • Cooldown: 100/80/60
  • Mana Cost: 100
Our goal with these changes is to give Heimerdinger the tools he needs to keep being Heimerdinger, while making him a deeper, more satisfying champion to play as and against. The essence of Heimerdinger is very well-explored by his passionate fanbase, and happily has nothing to do with the elements that made him toxic: a pattern of non-engagement and low skill differentiation.

For instance, auto-aiming rockets feel good but can't play with the other guy in creep waves. Switching that to a variable "rocket shotgun" skillshot lets Heimerdinger do more cool things while giving the other guy a chance to play too.

The Revered Inventor is a challenging theme to get right, but any good blueprint rests atop a mountain of crumpled almost-theres. We've learned a lot from the journey and from feedback players have given us on earlier iterations. Heimerdinger is stronger for it, and it's our hope that this time on PBE will polish him even more.

One last thing: RAISE YOUR TURRETS!

QUOTE
His Q and E feel somehow the same, but I am really curious to see how would his W act in combat and actually look like Ultimate change might be the best, it was somehow useless before if the enemy just moves away from the turrets.

Will his look (visual upgrade) also be implemented into this patch?

Model is unchanged, he has a huge amount of new particles that I made. I hope you guys like them! Also, particle feedback is very much welcome, because I made them I have free reign to fiddle with them.

QUOTE(20thCenturyFaux)
There's a couple things in particular I'd like folks to watch out for: I just added a hit-confirm sound that plays for Heimerdinger only, even if he's off screen, to let him know when his turrets are shooting a champion. It should help him use them as wards and let him know how his turrets are doing in a cluttered teamfight, but I have some fear it might be annoying. I borrowed a sound from Katarina for the prototype—if it proves to be awesome, I'll get a Heimerdinger sound for it, otherwise I'll just kill it.

The other thing is a squirrely bug with RQ where the turret shoots an ice ball instead of its cool projectile and bugs out when its duration expires. Quite nasty, actually, it creates a zombie turret that does no damage but slows people, is invincible, and lasts forever. I really hope this is fixed, but if you see it, please let me know!



Summoners!

The Xerath rework is here and ready for testing on the PBE. We wanted to help better shape Xerath to fit the modern League of Legends environment, improve the character's feel and sell his fantasy as a mage commanding unleashed power.

After listening to your feedback, we've made the following major changes:
  • Passive: No longer grants armor, now grants % magic penetration and restores mana on basic attacks.
  • Q: Can now be charged to increase the spell's range. Mana cost and damage slightly increased.
  • W: Is now a targeted AoE explosion that deals additional damage in the center and slows all enemies struck. Enemies in the center are slowed more.
  • E: Is now a skillshot missile which stuns champions.
  • R: Is a combination of Xerath's old W and R.
  • Immobilize yourself to gain a super-long ranged attack which deals magic damage each time you click the cursor for 3 seconds. (Max 4 shots)
Our intent is to ensure that Xerath's core pattern is fun and engaging, but his ultimate use is a rare, powerful long-ranged attack.

Please provide feedback - our future tweaks to Xerath will be influenced by your input.

Where should we be focusing our feedback?
  • Ultimate - I am particularly interested in feedback on Xerath's ultimate. It has a very unique control method that will take some getting used to.
  • Spell names - this is a unique opportunity to contribute your idea for what Xerath's spells should be called. I'll be reviewing EUNE, EUW and NA for ideas!
  • Range - Xerath's ult gives him ridiculous range. This is intended to be his strength. Please let me know how it feels both as user and victim.
  • Relative power of abilities - I want to know if you feel like too much damage is tied up in a particular ability.
  • Skin VFX - His Battlecast and Runeborn skins have new colors. Provide feedback!
  • Audio - How do his new abilities sound?
Where should I not be focusing my feedback?
  • Molten Xerath - This skin hasn't been updated yet.
  • Xerath's model - We did not overhaul his model, just add animations for the new Arcanopulse and ultimate attack.
Xerath has been in development for a while and we feel reasonably confident in his core abilities and VFX. I do want to hear your concerns, but keep in mind, we are not very likely to dramatically change Xerath's Q/W/E visually.

Thank you guys, I am looking forward to letting you see a few iterations of Xerath before he goes live.
-Xelnath
Wizardlock of Game Design

P.S. Zenon the Stoic has kindly offered to help me with Xerath. Please assist him if he has any questions.