@Riot, some suggestions on how to improve Mordekaiser for season Seven
Now with the initial hype over the Assassins being calmed and 6.23 and 7.1 starting to draw nearer I've wanted to seize this opportunity to put forward some suggestions regarding League's favorite Tin can; Mordekaiser! He's been in a weird spot ever since his rework an ENTIRE year ago and with preseason shaking things up in terms of his build, masteries and co he's going to be impacted in some way or the other.
Mordekaiser's current design makes him a tad tricky to balance as he'd be very oppressive if his numbers are too high but really falls short when they're too low/mediocre. So with that in mind I'd like to suggest some potential changes to make Mordekaiser feel better to play as well as to be fairer to play against. So, let's get started!
Why does Morde need base stat changes? It's actually pretty simple. "Damage Creep" Back when Mordekaiser was reworked Keystones and free damage weren't really a thing and he was moderately tanky to fit into the meta, his low base hp pool being justified by him getting a lot of benefits from building hp and trying to make him not scale too well due to the BOT LANE GIMMICK.
Now we have way too much damage flying around, with ranged top laners making his life hell. Not only this but a Keystone some Morde mains were using (SOTA) is being removed so he'll lose an entire 300 HP once preseason hits.
But WHY exactly does Morde need better bases?
Well, it's mainly to allow his Mid and late game to become better and make him more flexible in terms of build.
I myself run SOTA so that I can actually build
as my THIRD item without being too fragile for it to matter, currently I get about 1100 bonus HP beforehand, it will be a mere 800 after strength of the ages gets ditched, which makes it harder to actually incorporate the Gunblade into my mid game build.
Not only this but it makes Morde way too feast or famine due to him having to be ahead to actually be tanky and be borderline useless when underlevelled.
His early should remain weak though, which I'll explain in a minute.
Concrete changes:
This is a tricky one due to Morde having a tight power budget but in order for him to gain some base line durability I suggest the following
Iron Man; Shield generation on minions changed from 12.5% to 10% or EVEN 7.5% (very drastic, not really advised unless compensated with larger buffs)
Morde can be really uninteractive in lane due to his constant pushing and him building up a huge shield on enemy creeps can make fighting him a chore. This is why I suggest making his shield gain less effective on minions so that the enemies would have more chances at cracking his defenses and actually trading with him, making Morde actually engage in battle with his enemy laner to get a big shield and actually think about how to use his skills properly.
This would open up ways to give Mordekaiser actual decent base stats that would allow for more build flexibility and more baseline durability without having to rely on Iron Man's snowballing aspect but also cutting down the levels of frustration he can cause when having to actually lane against him.
His team fighting and skirmishing would NOT be affected by the Iron Man nerf but he'd be more bearable in lane
So, this would open up for some of the following buffs
Base HP 525-555 +30 HP/level 73-82 +9 per level Total base hp changes; 1766->1949 Base Armor; 20->23
These small buffs to his base stats would make Mordekaiser scale better with levels and allow him to have some baseline durability beyond his shield, its efficiency being based on too many factors like enemy MR, being fed and so on. His Mid game would be a tad better, his late game would be pretty much the same but he'd be able to actually invest in some different item choices in the mid game as well as having a bit more standard defenses.
The aim of these changes would be to cement Mordekaiser as this calling Juggernaut like Darius while allowing his opponents to trade with him more often in lane due to Iron Man's effectiveness being reduced against minions. His early would be a tad better IF, and only IF Morde would chose his fights wisely but worse if he were to just try maintaining his shield. He'd be more susceptible to poke due to not being able to fill his bar as quickly while helping him in the long run.
It would also give him the OPTION to run grasp of the undying of he so desired, the mastery being rather lackluster at the moment due to Morde's pitiful base HP
I do NOT want buffs to his MS nor his ranges, Kiting does have to be his bane, but he should be a bit more durable due to the metric amounts of damage flying around making him struggle when behind and even keeping him from investing in damage due to low base durability.
All in all a somewhat small buff that comes with a decent tradeoff. Because let's be honest, if Morde should get a buff it should come with a more bearable laning phase for his opponents.
That'll be all! -MM
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