Mordekaiser and the constraints of “Win-more or lose hard” mechanics

Clutch Thompson·8/7/2018, 6:03:38 PM·2 votes·1,420 views

I’d like to posit two ideas for key issues in fixing morde in light of the recent disappointment that is the champ roadmap. Something constructive:

The two key problem mechanics are, interestingly enough, morde’s indentifying traits: his Passive and ultimate. These are inherently snowballs and weak at the same time and hold the kit back. Onto the idea:

For the passive, make him gather life essence through damage and gain a 25% max health shield when filled that persists until torn down. Have it go on XX seconds cool down (would need to test and balance the cool down) after the shield dissipates. Have his secondary bar start white and get red when it fills, displaying the gray shield on the health bar.

Ultimate:

Rather than have the ghost based off his opponents stats, base it only on how well morde is doing. If he has gathered enough life essence, he can cast his ultimate on his opponent. It rips a copy of their soul out, dealing x% max health plus x% AP - relatively low compared to now with no DoT. The soul’s basic attacks slow enemies.

The spirit is SUBSTANTIALLY weaker than the spirits you get now, but you can get it even without killing things.

Dragon force is gone.

IMO this would be nice- basically ult damage lowered a lot and aftermath efficacy lowered but with more utility when fighting a live enemy with illaoi-like 1v2 potential.

The passive is less toxic because it’s not constantly refreshable at an instant and it has a cool down and indicator while it’s about to come online vs now where between morde’s E shield gain and W heal, you can be surprised by the invisible sudden defense it brings.

Other related changes would be:

Nerf Q damage and make it like pre-juggernaut morde

Have E give you a little extra life essence on champ hit (replacing bonus shield gain), reduce its damage even more (lose the AD ratio), and make it ground enemies

W stays the same minus bonus exp. can be self cast for the DoT but the damage is halved. The animation is the torso of his armor breaking into the pieces that circle him, reveal that he’s nothing underneath. The pieces come back in when the heal pops

3 Comments

Khristophoros8/7/2018, 6:58:44 PM2 votes

Bringing attention to Morde is cool but how can you be disappointed when they're finally putting Kayle and Morg on the roadmap? Kayle has needed a full remake for her entire existence and Morg has needed a visual update as well.

Morgenštern8/7/2018, 9:05:52 PM1 votes

This is some nice idea, though I wouldn't appreciate it. Indeed, Mordekaiser is meant to be a bull in fights, cursing every opponents, healing from their sickness and being protected by magic, you are killing both the passive and the ultimate bro. But thanks for the proposal though.

Edit : One other replacement for these abilities from me : The passive works like some Starcraft's Zerg's Miasma where Mordekaiser has used an ability; Mordekaiser heals a percentage of his max health for every champion that enter and leave the Miasma; the Miasma doesn't stick together of course. The ultimate is 3 spells-in-one : Mordekaiser can choose an enemy champion; whenever he deals a certain treshold of this champion's max health, ignoring shields, he gains a spirit of this champion for 25 seconds that Mordekaiser can move and give him some bonus and a spell based on the champion. Mordekaiser can curse a champion or the drake for 10 seconds, dealing low damages for the duration based on the target's max health. The drake becomes a spirit for Mordekaiser for 25 seconds if his team kill him while cursed.