Revamping Mordekaiser in 7 "major-ish" changes
General Goals: Basically to Modernize Mordekaiser without slapping on Mobility or CC, keeping his original concept in tact
- Keep Morde's general playstyle as this spell spammy warlord
- Basically attach extra properties to already existing spells
- Add Counterplay to his E and give more power to his Q
- Add more Utility in general for his W and R
Most important of the goals however is the following:
Adjust properties related to his general gameplay to allow for him to feel more rounded when he performs the way he is ideally supposed to be played without making him completely feast or famine, more specifically Tenacity and Health scaling on his passive. This increases his costs while also giving him a lot more power in his bar, but this also reduces his ability to deal as much damage. By dealing increased amounts of damage his costs might ramp up and he puts himself in a high amount of risk but he gains Tenacity to do so, but the more he uses his Costs while also in combat he reduces his Tenacity. This is to add excitement and a large amount of options to constantly think about whilst in combat rather than "spam more spells to gain more bar" being the only choice to be made.
Why change the properties of his abilities rather than just adding CC, Mobility or adjusting numbers and ratios?: Simply put, this doesn't solve any of Mordekaiser's problems. His current playstyle of spammy magic damage with a shield is only justified if he cannot escape engagements and has no way of locking down his opponents. If he were able to chip away at an opponent plus have an unrivaled ability to wave clear PLUS the ability to provide CC utility and/or the ability to escape after pushing too far inward, he would be deemed overpowered and accordingly nerfed in terms of CDs and Damage, thus making him a weaker shell of what he was once, making nobody happy.
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Morde's health costs are subtracted from his Passive first before his Health bar and all heals and regeneration affect the bar before his health bar as well. Additionally, his Passive scales with Bonus Health but so do his health costs, granted not at the same percentages.
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Morde's Passive Bar decays slower during combat as long as you keep filling it instead of always decaying really fast. Also it builds just as much against Jungle Monsters as it does Champions now. (so only reduced against Minions)
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Morde gains Tenacity as his bar fills up
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Morde's Q is split up between AoE and the Mace Auto itself giving it a Total AD ratio on the Mace swing and always the heavily increased damage and upon striking with the Mace, an AoE field is created behind the target dealing magic damage and providing vision (truesight) of them. This allows them to make his AoE more powerful since it is no longer random and can only go behind the target instead of any enemies close by.
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W doubles the passive bonus when given to Morde and shreds Armor and MR of any enemy hit when its on him, otherwise it gives the doubled bonus to Allies when placed on them + the AoE without the shred.
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E now sends out a rectangular skill-shot wave with a travel time magic damage with a much higher health cost that heals him for every enemy struck (mostly to add counterplay rather than "oh you take a huge nuke if you are close", mostly deals higher damage than on live tho)
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R DoT and Heal removed and the mark now amplifies all damage Morde deals to the target and applies grievious wounds + truesight to morde for the duration. If they die they spawn a ghost for him as normal. For an almost doubled CD Morde can use the R on an Ally to spawn a ghost of them for him to control gaining the 25% stats as normal.
Thoughts?