Tag: heimerdinger (Page 2 of 2)

LoL: The push strat

Heimer doing some jungling.It can get a little boring running the same teamfight strategy over and over, so I like to switch things up. Lately I’ve been running a heavy push strat with a couple friends, and though we’ve been taking our time learning it’s still been a lot of fun. Here’s a quick run down of a few of your options.

When you’re going for a push strat you want to have at least one tower down under the five minute mark, but preferably a second if you can manage it. Your team comp focuses on early game durability and push. When four people surprise push a lane it’s very hard to counter without a lot of ports or quick action. Alistar is a must for keeping creep waves healed and his ability to rip up a turret. You should also take Sivir along for obvious reasons. Personally, we’ve been rolling with a Heimerdinger as well to keep up the push. He is great at mowing down minion waves to set things up. From there it’s pretty much your pick. Janna is great for AOE crowd control on your opponent and her AOE heal can grant you some extra push time. You can take Warwick then for his global attack speed buff or Taric for heals/aura and Radiance for pushing.

I’ve not tried a game with Taric yet, but the Warwick game does seem to work well. I’m planning to try Taric at some point this evening and I’ll drop some comments when I know a little more.

As for summoner spells, you need to have a few rally flags for the early game push. It keeps everyone healed up and gives you the extra damage you need to push. Taking Clarity and Heal can also keep a push alive. Basically you want your mid toon, in this case Heimer, to push the opponent back to turret. At level three you rush four people middle to take the first turret and the second if you have the health. Then it’s back to lane for farming and leveling until you have a minion wave prepped to take another turret.

If you can get an inhibitor down in 15 minutes you’ve done your job. The super minions are extremely difficult to manage at low levels which forces the other team to clear them, giving you the time to push at will. In the end it’s all about coordination. If you communicate well and move as a team you should be able to give your opponent a painful game.

LoL: The state of Heimerdinger

Heimerdinger.I had a nine-game winning streak going just the other day. Nine games. It was great to look at my summoner profile and see so much green. Unfortunately the tenth game I drew a 20-minute 0-6 Taric. You can imagine how things went from there. I decided to end my quest for the elusive ten-game streak and go on a Heimerdinger bender. Here’s what I found out.

As great as Heimer used to be in mid, he was always easily shut down. The old turret system required too much time to be effective and was easy to counter. You were also dead if you left those turrets for any reason. Now things are different. The ability to drop red turrets at will gives you great DPS if you’re in a pinch and allows you to set up lanes much more quickly.

I like to start off mid by alternating turrets and rockets. I’ve had a little trouble with some of the ranged DPS, but once you get to level four you can push minions back easily and place turrets as you will. I tend to bury mine in creeps to make them a little harder to target and keep them close enough to attack as many enemy creeps as possible. By level five you should be pressing your opponent to his tower with little trouble. Start watching for ganks – they’ll be coming if the other team is intelligent.

From there you’re just trying to burn down that mid turret. I can easily take a turret before the ten minute mark. If your opponent leaves you alone, keep pushing. Encourage your teammates to join you if you can. I recently had a game in which I had aegis by the eight minute mark. We were knocking down the nexus before 19. It was insane.

For teamfights you should be trying to stay out of the mix. You want to be dropping as many turrets as possible for both the damage and the MR/AR reduction and the potential slow. Whatever you do, do not underestimate that slow. It will save your ass. It will save your team. It will get you kills.

As it stands, Heimer is an excellent pusher. I think he’s a great candidate for heavy AP builds, but I really prefer to run around blowing up turrets at level 5. If you were a Heimer fan in the past, give the new version a shot. I’d be shocked if you didn’t like it.

LoL: Patch day 3/24

Sub-Zero Shen.I’ll admit, this one snuck up on me. I woke up this morning to find patch notes in the Announcements forums for the Shen release. Yes, Shen went live today, along with a Heimerdinger rework I can hopefully try at some point this afternoon.

From the looks of things (and some time on the test realm), Heimer could be quite strong. His new ultimate not only allows him to heal his turrets to full but gives those turrets a slow as well. There is still the fact that he relies on stationary targets for much of his damage output, but those targets take less time to set up and hit harder than before. I’m actually interested in trying a strange kind of support build, something potentially including Stark’s and maybe even some attack damage. It’s obviously not a high-tier build, but it could be kinda fun.

I’ve already covered my thoughts on Shen. I’ll wait to pass much more judgement than that until we’ve actually seen him in action, but for now I still think he’s underwhelming.

The rest of the patch is fairly minor – Udyr got a small mana buff, Ezreal got small buffs to each of his skills, including a much need 20% duration increase for Rising Spell Force. We also get Red Baron Corki in this batch, along with a new Mundo skin and two Shen skins that appear to be a tribute to Sub-Zero and Scorpion from Mortal Kombat.

The one thing I’m shocked to see is no further Jax nerf. He’s still far too strong at every stage of the game.

LoL: Queue dodgers make the dodging even more worth it

Evelyn, the noobmaker.My friends and I have a new rule: no Heimer, no Eve, period. It held guideline status, but there was always some occasion where our team comp looked good, despite the potential for a noob Heimer or Eve and we would let it slide. Every time we made the exception, or so it seemed, we would lose. The player would be just as bad as we expected and our team would fall apart by the 30-minute mark. The same thing happened last night, which is why we’ve taken that guideline and bumped it up to constitutional amendment levels. In the current matchmaking system I will no longer play a game with Eve or Heimer in it.

Say what you will about queue dodging, I value my time in the game too much to spend 25 minutes watching teammates feed, and as experience dictates, Eve and Heimer players are noob players the vast majority of the time. I don’t have fun trying to drag them along behind me, giving encouraging advice that they just won’t heed. Instead, I’m always going to try to convince that player to switch toons or I’ll be dodging the queue.

There are a lot of other people who obviously feel this way. Most games I have to wait through two or three queue cycles before I can play. For the most part, it’s not something I mind, if only because I can understand the mindset. As queue dodging becomes more prevalent, it becomes more beneficial to my sanity to dodge as well. When it takes five to ten minutes to find a game, I want that game to be competitive, not a landslide in either direction. It’s a vicious cycle, but one that’s become almost necessary for my enjoyment of the game.

I would love if this was not the case and there is a simple solution: fix matchmaking. Queue dodging, for me, is a symptom of the poor matchmaking system. I would be totally fine playing with Heimer and Eve if I was confident my teammates were at least decent players and hopefully aware and ready to compensate for their respective champion’s weaknesses. That’s just not the case, though, and until I start to see significantly better players in my queue, I’ll be dodging the champions most prone to noob players.

LoL: The community take on queue dodging

Rawr-pendragonThe forums have been riddled with posts about queue dodging for as long as I can remember. Riot has made official that it will be penalizing queue dodgers with a time limit between joining games. As someone who admits to queue dodging, albeit rarely (the queue dodging, not the admission), I can’t think of a worse thing for the game. The matchmaking system is so far from providing reasonable results that the player has to have some option for managing his/her teammates. I’ve included my own post below but be sure to keep up with the thread.

My problem with the queue dodge penalty is that it prioritizes finding a game over quality of gameplay. The simple fact is that matchmaking is not accurate enough to ignore player discretion when it comes to team composition. Why should players be encouraged to play games with teammates who have a clear misunderstanding of the game.

Case in point – I joined a lobby the other day in which my team was a bad mix of casters, including a Heimerdinger (sorry Heimer players, the vast majority I see are poor players) and a Katarina (with rally, which, unless she specced for it, won’t help this team). I mentioned our need for a tank and offered to play one if we could switch someone out for ranged physical DPS. Katarina insisted that she was both physical DPS and a tank. I tried to reason with her and explain the mechanics and was met with, “Do you even see my character?!?!?”

As others in this thread have mentioned, the time wasted by queue dodging is regrettable, but the time spent playing a game with severely under-skilled players is typically at least 25 minutes for all players involved. I’d much rather spend 10 minutes finding a decent game that might last 35-45 minutes than 3 minutes finding a game I will not enjoy.

As for the “artificial ELO inflation,” you have to realize it’s a two-way street. As matchmaking functions now, I would guess that my ELO is artificially seesawing, based on the skill level of my teammates. One game everyone plays as I would expect and at least attempts to coordinate. The next I watch as a player on my team dies 3 times in 8 minutes – this is someone with a fundamental misunderstanding of the game mechanics. My only assumption can be that a similar player is on the opposite team for some sort of balance, in which case my loss (if my team happens to feed more than the other) unfairly penalizes my ELO because I was “beaten” by a player with a much lower ELO than my own. I’m then bumped down to playing both with and against players who are below my skill range, hoping my team manages to die less and we pull out a victory, which will likely not award the same amount of ELO I’ve lost to get to this point.

My solution is that we leave queue-dodging and reevaluate the lobby system. I realize this is something you have probably already discussed and others have obviously mentioned. Really, though, as the game grows it seems it would get easier to fill that one spot than drop all players and restart the search. In many cases I’m seeing the same 2-4 people in my lobby queue dodge after queue dodge. Wouldn’t it be easier if we just never left?

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