Let's use this thread to talk about Mordekaiser

Merxamers··19 votes·2,162 views

I've seen a ton of unrelated red posts and threads where discussion of Mordekaiser has come up, so how about we talk about him here?

From what i recall reading on some Red Posts, we know:

  1. Morde is on 'The List' for a rework, sometime after Taric
  2. His problems have been acknowledged (i'll get to these)

Morde was the very first champion i started playing as in League 3 years ago (not counting my EXTREMELY first bot game as Graves), and the first champ i used to play against real people. I love this champion to death, but I feel like he is in a less than ideal place.

His Problems:

  1. The game has passed him by. Mobility creep has hurt Morde a lot in the last few years. I think it's fine and great that his primary weakness is his lack of escapes, but what that means is that he will never be as useful to a team as, say, Gragas. Morde is maybe the most warding-dependent champion in the game, as his only way to deal with a gank is to either use flash or to try and win 2 v 1. Again, this isn't necessarily a big deal, but it's a weakness that next to no other champions have to deal with.

  2. Both his build and his role are unintuitive. The main reason i started playing Morde is that he looks awesome! Heavy metal suit of armor? Giant Mace? Amazing. However, it's a sad lesson that most new Morde's have to learn when they try to build him as a tank and realize that takes away the only strength Morde has; his damage. Morde is a great wave-clearer, but if you don't use that gold to build glass cannon AP mage then you don't bring anything to your team.

So how should you build Morde? He uses health for his abilities, so stack health like Vlad, right? WRONG. According the math (can't cite, sorry, saw a long while ago) Morde is much better when you build RESISTANCES (MR and Armor). So, what you have is a health-cost champion that doesn't particularly benefit from building health or health regen (except as maybe a single defensive item, and then at a high cost to your usefulness).

What you have then is a champ that looks like an armored bruiser/tank who actually plays like a short-range melee mage who builds glass cannon, and if they can't burst down a target quickly doesn't have much else to do besides wait for E to come off of cooldown. You can't CC or chase anyone, you can't escape a fight gone bad w/out flash, and you are outranged by almost every other mage.** I'm not saying that Morde is bad**; i still do pretty well with him. However, nearly every lane matchup i encounter feels like i'm handicapping myself by playing Morde.

  1. His kit is underwhelming. Morde has some very boring abilities. Yes, it can feel satisfying to clear a minion wave with an E + Q, but they could be MUCH more exciting than they currently are. His W isn't weak, but it's effect isn't entirely obvious to all involved. I've heard some Morde players say that all he needs is a slow on his Q, but is that REALLY the best we can do? Given how great the Sion rework was, and how his abilities were updated, along with the kits of new(ish) champions like Vi, Reksai, i feel like there's room for some more imagination with his abilities. Regarding his ultimate, i like the way it works when you activate it (making an opponent regret trying to 1 v 1 him, health-steal), but the ghost it gives you has ALWAYS felt super-clunky to me.

So how can we fix this?

  1. Re-examine his play style and role. This may sound treacherous to other Morde mains, but i'd actually like to see Morde as more of a top-laner than a mid-laner, and i think the way Gragas was reworked could be used as a model for what could be done for Morde. Gragas was changed from a barrel-poke glass-cannon with sustain into more of a melee brawler, and i think he's much healthier for it. A Morde player shouldn't feel dumb for buying defensive items for his giant armored specter of death, and should feel like he can be in the front line. While he still may not be mobile, the opposing team should dread having him in the middle of their team during a teamfight (think Sion w/out the cc or a mundo, if that makes sense). I'd like to see the day where Warmogs, and health + health regen item, feels good to buy on Morde, a health-cost champion.

  2. Take another look at the Ultimate Morde's Ult is maybe the most unique in the game, but it doesn't *feel *that good to use. I like the dueling/health recovery aspect of it, but like i said, the ghost usually doesn't feel that useful unless you're lucky enough to land a tristana or varus. Maybe the ghost given to Morde could be a universal type, kinda like Azir's soldiers? Idk, but i think it could feel better than it does right now.

  3. Give him a useful role in a team composition In every aspect that Morde could bring to a team, besides possibly pushing a lane, he is outclassed by multiple champions. Short-to-mid range damage? Choose Gragas or Ryze. Damage output? Literally any other mage that also brings CC. AP Top lane? Ryze and Gragas again; Morde loses nearly all top lane matchups. If his defined weaknesses are low mobility, no cc, and a weak laning phase, he needs more satisfying strength than "does a lot of damage when you build AP items on him". Maybe make him the ultimate melee AOE mage, where being close to him at all is not a good idea for the enemy?

What i would like to see stay:

  1. His appearance and aesthetic theme Mordekaiser is THE heavy metal champion, and i would collapse in a puddle of tears if this ever changes. The referential ability names, his sick design, all of that brought me to Morde in the first place, and it's awesome.

  2. Keep Adam Harrington as the Voice Actor This dude is awesome; i know that Riot LOVES to replace his voice-overs with other actors, and replace older recordings in general, but i feel like Mr. Harrington nails it with Morde, and would like to see him brought back to record any new lines.

  3. His ability to pull a 1 v 2 against a fragile jungler I've been able to pull many-a 1 v 2 vs low-health jungler ganksat level 6, and i'd like to see this aspect of his play remain in some capacity.

  4. Ultimate waveclear machine Minions should have nightmares about Mordekaiser when they sleep at night.

That's all i got; i'd like to see what other people think about the most Numero Uno champion in League Mordekaiser huehuehuehue

67 Comments

CrazedPorcupine6 votes

My main thought for Morde that would open up his build paths is give his E a healing passive like Ahri's Passive and Cass's Passive for her E. Morde is the ONLY health cost champion that doesn't regain HP naturally, and giving this to him in a small capacity would be absolutely amazing.

If we wanted to really help out morde without changing him up too much, My thought is to make his R negate all healing done to the target. Make it so that it's damage is guaranteed to be dealt, and no healing can stop it. I mean, Morde is CURSING the Target and ENSLAVING THEIR SOUL. His Ult's biggest weakness is people being to outsustain it's pitiful damage. At level 6, rank 1 ult is countered by a POTION!

matlee443 votes

I agree that Morde's ult can be underwhelming at times, especially as most of the dot can just be countered by a champs natural health regen but making it negate all healing is way too powerful. Imagine using it on a DrMundo , Akali or Swain . A more thematically correct change in my mind is to add utility by having any champion that dies while affected by his ult have their respawn timer delayed by as long as the ghost is alive ghost. Mordekaiser would quite literally be holding their soul prisoner. Besides, them having a respawn timer while their soul is your pet doesn't make much sense in my mind.

This gives Morde the ability to deny an enemy a little bit of map presence if they get killed by him. It allows for earlier dragons and barons if you kill the enemy jungler and longer lasting pushes if you ace the enemy team. This addition to his ult doesn't even lack counter play as ghosts have a health-bar and are easily removed by killing Mordekaiser himself. Obviously the ghost duration would have to be looked at (maybe 10/20/30 seconds as he ranked up his ult) but it keeps morde's core weaknesses and strengths but adds utility to his kit.

Varnoc5 votes

EDIT: Changed the ultimate and E descriptions and mechanics slightly based on feedback, keep it coming!

Thoughts for Morde's kit:

P - Iron Man - PASSIVE: Mordekaiser converts 50% of the health costs of his abilities and x% ( 12 / 16 / 20?) of the damage he deals into a decaying shield. This shield decays at 5% of it's current strength each second, regardless of combat status. The maximum shield strength is increased based on 10% of Mordekaiser's bonus health. While the shield remains active, Mordekaiser become increasingly immune to crowd control effects. Any additional shield strength generated when Mordekaiser reaches 100% strength heals Mordekaiser instead.

  • 1-25% Shield Strength = 10% Tennacity
  • 26-50% Shield Strength = 15% Tennacity
  • 51-75% Shield Strength = 20% Tennacity
  • 76-100% Shield Strength = 25% Tennacity

Mordekaiser's theme, among being League's Heavy Metal Man, is that his only connection to the world of the living is pain. Both the pain of others and himself, fuels this ability. The health costs of his abilities could be based on a percentage of his current health, much like Aatrox or Zac, gating himself in that regard from spamming his spells for days, but the current system does this well. Because the shield is generated off of ANY damage he deals, not just with his abilities, the decay is a little harsher, but Mordekaiser isn't in a pinch if he dosn't go AP when building items. (May even open up AD off-builds?) Sunfire cape just got much nicer for him too.

Q - Mace of Spades - ACTIVE: Mordekaiser's next basic attack strikes his target with such force that it echo's out, dealing magic damage to all enemies within range. If the target is alone, Mordekaiser deals additional damage and knocks them into the air briefly.

Not much to say about this, It adds conditional CC to Morde's kit with clear counterplay, as the Echo range would be rather large. (Larger than Kha'Zix range by a small amount.)

W - Creeping Death - ACTIVE: Mordekaiser sacrifices parts of his armor to surround his target in a cloud of shrapnel, be they friend or foe, for 6 seconds. The shrapnel orbits the target for the duration, dealing damage to nearby enemies each second. If Mordekaiser casts this ability on himself, he amplifies the shield value gained from Spells by 10 / 20 / 30 / 40 / 50%.

This skill would not damage the target if they were an enemy, only nearby enemies, allowing enemies to split up to counter the damage (But they may not want to because of the threat of a Q knockup from Morde.) Alternatively, you could throw this on an ally to help them out. Lastly, you could use this on yourself, as a Mordekaiser player, to amplify your shield gains. There would have to be a visual indication of this to prevent confusion, but it would present solid windows of counterplay: "Hit him when his Creeping Death is down, his shield is harder to maintain then."

The above have been pretty tame suggestions, but below it gets a bit weird, bear with me.

E - Siphon of Destruction - ACTIVE: Mordekaiser gathers magnetic energy in the palm of his hand, channeling for up to 1.5 seconds. As he channels the ability, the width of the cone decreases while the range increases. Upon release, Mordekaiser releases the gathered energy in the targeted direction, dealing magic damage to all enemies that come into contact with.

Without charging up, the width of the cone is wider and shorter than live, but can end up being more narrow and long with full charge-up. The damage is much like Xerath's Q, it does not change dependent on the duration of the charge-up period.

R - Children of the Grave - PASSIVE: Mordekaiser siphon's the Agony of his Victims, slowly filling a third resource bar each time he deals damage with his abilities (1 Agony generated against Minions and Monsters, 2 against Large Monsters, Cannon/Super Minions, and Champions).

  • When Mordekaiser gathers 100 Agony, he condenses the suffering into a Shade of Anguish. Mordekaiser can store up to 5 Shades of Anguish at once.
  • When Mordekaiser dies, he loses half of his current Shades of Anguish, rounded down.

ACTIVE: Mordekaiser summons any of his captured Shades of Anguish to manifest themselves on the battlefield for up to 7 seconds. The Shades can be directed to strike enemies and structures by ALT+Rightclicking, but will target in the following order if not given a command:

  • Nearby Enemies > Nearby Enemy Champions > Mordekaiser's basic attack target > Mordekaiser's Command

Activating this ability a second time while hovering over an enemy champion or structure commands all active Shades of Anguish to converge on the target, attempting to possess the selected target over 10 seconds, stealing x% of the target's life force per Shade of Anguish initially if they are an enemy champion, and eating away at the target from the inside over the duration, stealing x% of the target's missing health each second.

If the target dies while afflicted by the Shades of Anguish, they successfully possess the target, gaining 20% of the target's statistics per Shade of Anguish consumed to possess them. The possessed target is then under the direct control of Mordekaiser for the next 25 seconds, following the same attack priority as the Shades of Anguish did. Mordekaiser cannot possess enemy turrets from the Inhibitor inwards.

  • If Children of the Grave is Clensed by QSS, Clense, or Mikel's Crucible, the Damaging portion of the effect is negated, but they can still be possessed if they die during this effect.

Would love to hear thoughts on this, numbers can be changed, they are mostly ball-park ranges.

Love Mordekaiser, I hope that he gets some love soon.

Merxamers1 votes

these are some great ideas! i love it :)

junglerboy164 votes

From my experience, Morde's niche has always been that he is supposed to be the champion that you CANNOT force out of lane. He isn't good at roaming, but his job is to be the guy that you can't move. Once Morde goes to a lane, he can stay there until he wants to leave.

For his kit, I'd say his ult has to stay some form of what it is now. It is actually his most utility oriented ability, and the best way I can think of changing it would be to make the scaling lower, but put a team wide damage amp on the Target (like Vlad's ult) and turn it into a real "focus this poor sap who I ulted so we can 6v4" ability. If they want to push him more towards an AP bruiser/tank, then they have to give him utility outside of CC. His lack of CC actually allows for a lot of his kit's power, and putting CC into it would take away a lot of what is unique to Morde. His Passive in my mind is the one thing that contributes most to him being a glass cannon type champion, because it is a flat shield value based on damage dealt. To fix it, they should make the max value scale off of his HP, and have his abilities fill it up by a certain % per enemy hit, instead of damage dealt (like 1% for minions, 2% for monsters and siege minions, and 4% for champions). Additionally, since it now would increase by a % per hit instead of flast damage dealt, it should only decay out of combat, but at an accelerated rate compared to live.

I don't have any ideas for his other abilities, but this is what I think they need to do for him if they want a more bruiser like Morde.

Merxamers2 votes

i'd be down with the 'immovable object' Morde concept, and the team-damage-amp on his ult is a pretty good idea

Messaiga4 votes

The way I take it, Morde is supposed to be all about these things: Immovable metal hulk. Once he decides to go somewhere it is extremely difficult to prevent him from doing so. Damage = Shields Enslave people w/ your Ultimate. Low CC and no mobility.

So to support all that, wouldn't it make sense for Mordekaiser to take a lesser effect from crowd control? Not to step on Irelia's toes but considering how large Mordekaiser is and how heavy his armor is, I imagine it would be extremely difficult to subdue him. He also seems like the type to be leaning more to sustained damage with his abilities (rather than the burst mage he is now). The whole enslave a champion thing is completely unique and should stay, as should his shields.

Edit: Forgot about all those references in his abilities and quotes. Yeah, those need to stay.

terkmc3 votes

Mordekaiser Q is now a targeted ability. Mordekaiser leaps at the enemy champion, damaging them and enemy near them. If the champion is alone, they take double damage and is knocked up. It will be the most metal thing ever, and still fits Mordekaiser general playstyle of the unstoppable juggernaut that goes against how ever many enemy you throw at him (oh those ganks turned double kills), leaping into battle and doesnt even need an escape because he is so damn dominating

Merxamers2 votes

it would be pretty dang hilarious to see that metal behemoth leaping at you, lol

terkmc2 votes

Here i was, farming bot lane, minding my own business, then suddenly, out of fucking nowhere, Mordekaiser. He leaps at me, smashes me with his mace and made me his ghost. As you can see, this is clearly overpowered so we will have to nerf Mordekaiser since he killed me.

qetzel1 votes

Would a targeted dash that stops at the first enemy hit be better? Mordekaiser isn't exactly flexible in that suit of armour, so jumping would be weird.

terkmc1 votes

Not a kha zix level jump, just kinda getting a bit of air time and minimal vertical elevation to smack the mace down on some one

ZylotheWolfbane1 votes

I'd think more of a charge would be more accurate. Like Sejuani, or Vi, where Morde just charges forward and baseball swings his mace into the first schmuck he slams into. Would actually be really cool. Also, if they want to limit Morde's mobility to try and keep him more in line with the 'Immovable object' sort of thing, they could make his dash one of the only ones that can't go through walls. Making it purely for engaging fights head to head.

qetzel2 votes

I like the "stop at wall" idea. It stops the giant armoured behemoth cowardly running away... At least over walls.

YOU BEEN WARNED3 votes

He was going to be fantastic with item 3512 then it was nerfed. =\

I honestly like Mordekaiser the way he is, but due to the removal of DFG he needs a fighter scaling since his best bet at finishing off targets was nerfed by ~40%.

His early game is pretty good, he needs a meaningful lategame scaling. Something like "When Mordekaiser 's passive shield breaks, his metal is "heated" for 3 seconds.

During "heat" Mordekaiser 's Q: becomes a skillshot mace swing that pushes enemies aside & slow. ( Like Draven 's E )

                    ![Mordekaiser](https://ddragon.leagueoflegends.com/cdn/16.20.1/img/champion/Mordekaiser.png) 's W: becomes a skillshot nuke similar to ![Ziggs](https://ddragon.leagueoflegends.com/cdn/16.20.1/img/champion/Ziggs.png)  Q in distance travel ( if it's nearby, it wont shoot very far but it will occupy the space longer ) and similar to **MEGA **![Gnar](https://ddragon.leagueoflegends.com/cdn/16.20.1/img/champion/Gnar.png) Q in size. LINEAR SKILLSHOT! ;

                    On ally: If ![Mordekaiser](https://ddragon.leagueoflegends.com/cdn/16.20.1/img/champion/Mordekaiser.png) 's W latches on an ally or himself, it will grant the defensive bonuses + %resists similar to ![Leona](https://ddragon.leagueoflegends.com/cdn/16.20.1/img/champion/Leona.png) & ![Braum](https://ddragon.leagueoflegends.com/cdn/16.20.1/img/champion/Braum.png) Ws ( add slow & reduce duration if it feels underwhelming ).

                    On Enemy: functions as a ![Nami](https://ddragon.leagueoflegends.com/cdn/16.20.1/img/champion/Nami.png)  bubble "suspending" the enemies as it travels backwards. Keep in mind this skillshot should be slow and painful, should have a DoT burn because hot metal!

Why this is meaningful on Mordekaiser : As a melee whose ult aims to snowball a teamfight off 1 target, lategame his kit should have disruptive utility in form of knockbacks to improve picking potential while doing stuff in fights, without getting blown instantly.

What do you guys think of this ? His E and R can remain the same as they are signature moves of Morde imo.

Merxamers3 votes

neat ideas, but i'm not sure it should be triggered by his shield 'breaking', ie. running out; maybe it shield be triggered by his shield filling up, so there's incentive for him to charge (or, uh, methodically walk) into the fray?

EfficientDynamo2 votes

Interesting idea, although I have to agree with Merxamers that it should be triggered when the shield is full so Morde has an incentive to keep it up. Also, I would worry about turning Morde into an overloaded character that has multiple abilities attached to each key (e.g. LeeSin or RekSai).

YOU BEEN WARNED2 votes

No no, the new abilities have the same cooldown as the previous abilities. Which is why I think it should be reactive (hence the % defense on W, he needs to survive focus fire.)

When Mordekaiser gets his shield up, he starts chasing the enemy to take advantage of it. And he's not a good chaser.

The one thing I'm worried about is the window of 3 seconds being too short because the enemy team decided to CC chain him, so. Currently Mordekaiser 's Q Mace of Spades lasts 9 seconds until it is used.

It should grant tenacity at the cost of the duration being reduced by 2 seconds each time Morde is hard CC'd.

Why:

  • Hard CC because permaslowing is available in the game in the form of red buff.

  • It stays true to Mordekaiser 's weakness of being immobile, now Morde can consciously activate Q; sacrificing it's cooldown and damage to reduce enemy crowd control for a maximum of 4 seconds.

So basically, Mordekaiser will have other uses of his abilities to aid him in teamfights to shift him away from being a burst mage.

Baron of Bread3 votes

I just want to see him keep his whole "I got no cc or mobility so I guess I will just kill all of ya" feel.

Giovarco2 votes

+1

I think we all love Morde as he's, despite his clear weaknesses. I think that he's a problematic champion, but I hope we can give him some love before his rework (the list is long!).

The main problem of Morde are:

  1. No escape: he's strong top lane, but so easy to babysit. He can be a good counterpick mid, but his lack of mobility hurts also there, even if the lane is shorter. SOLUTION 1: Increase his base MS -> Not a big buff. It just help him avoiding skillshot. SOLUTION 2: Champions affected by his Creeping Death have buffed MS for X seconds -> Morde has a decent escape in an high CD ability. Just bait it and proceed ganking and killing him ANOTHER SIMILAR SOLUTION: Slow on his Q -> 99% of times Morde has no chance to approach his target -> Useless

  2. His ultimate is countered just by item 2003 at level 6. SOLUTION 1: Morde get the whole damage istantly, but the target is marked for X seconds, like the actual Morde. SOLUTION 2: His ultimate could slow, so Morde can use his other ability to finish off his target. SOLUTION 3: His ultimate applies a healing debuff

I have no other idea. I hope we'll give Morde a reasonable buff, somehow.

Kingsgrave2 votes

I'd like more emphasis to be placed on his tankiness, a rework of his R but still functionally the same and him to have CC in general. He makes more sense as a Bruiser than as a Burst Mage honestly.

Fitz n The Fool2 votes

Said it before, say it again. All Morde needs is a 40/45/50/55/60% movement speed buff for 1.5 seconds on his W and he would be perfectly fine.

Merxamers4 votes

[{quoted}](name=Fitz n The Fool,realm=NA,application-id=3ErqAdtq,discussion-id=8ouZvEL9,comment-id=0003,timestamp=2015-02-04T18:27:22.914+0000)

Said it before, say it again. All Morde needs is a 40/45/50/55/60% movement speed buff for 1.5 seconds on his W and he would be perfectly fine.

but is that really all you want? is that the limit of what our ambitions should be? I think Morde could be MUCH more satisfying to play than he is right now

thePandev2 votes

I actually really like him. I vowed to play him only in bronze and he just annihilates things late game. Then again, it is bronze, but I don't want him to be changed other than the fact that

A.) No CC

B.) No escape or even a gap closer

At least if he was ranged I MIGHT understand (Not saying to make him ranged), but really, mid is the only lane to play him because of this. Also, health costs should be removed from him to help him early game.

Tusutaki2 votes

I've made a thread a few days ago pertaining on how to buff Mord http://boards.na.leagueoflegends.com/en/c/gameplay-balance/ip1yvMzu-mordekaiser-buffs

Qsario2 votes

I also play Morde and I agree with this.

While it's fun to hide in a bush and 1v5 their team because you stole the ADC in your initial burst, it's hardly viable against anyone who understands how he works (though you can really, really stomp the people who don't and I must admit, it's hilarious to stomp a team solo). I would definitely like to see him get closer to a tanky fellow without quite as much damage, but who can't be pushed out of the fight or easily ignored, as when it comes to pure damage, Kat pretty well has him beat on all counts.

EfficientDynamo2 votes

I've said this elsewhere on the Morde threads, but I personally like the idea of giving him a slow field, or some other CC, that occurs only when he overloads (fills up) his shield. His Q is pretty boring to use, so something creative could be done with that as well.

This next idea might be too OP, but Riot could also give his shield some % of his resistances rather than have them just as hit points. That way there is an incentive for Morde to tank up since his passive becomes harder to break through.

Merxamers1 votes

resistances on the shield could be interesting; or maybe the amount you're shielded scales with bonus armor and MR, like Leona's W? Intriguing....

EfficientDynamo2 votes

Exactly like Leona's W. It would be way too OP to give his full resistances to the shield, but maybe 50% of his bonus MR/Armor applies to the shield. Then there would be an incentive to go tanky, but you would not get the advantage if you decided to go glass cannon.

qetzel2 votes

Why are we constricting Mordekaiser to HP costs. Other champions that have HP costs have a reason for it. AAtrox builds his passive; Zac gets blobs, which provide interesting gameplay; Vlad is... not the best designed champion... He doesn't exactly have health costs as much as he has "push Q to effectively remove health costs" (exaggeration, I know).

Other than that, I seem to agree with you. 1 - Brilliant, perfect. 2 - Why not? 3 - Yes, but the change would have to make it more an expression of skill. I have found that I win those just because my enemies don't respect the passive shield 4 - Maybe not... While Morde needs to be good at waveclearing now I don't think it would work so well on the new Mordekaiser. To clear waves he would need either incredibly high base values or fairly good ratios. If we are pushing him in the direction I think we are, he won't get much from the ratios and high enough base damages could be overbearing.

Huehuehue

Nielz2 votes

Make his passive scale off of bonus health would be great imo

Merxamers2 votes

ughh, once again Reds are talking about Morde on unrelated posts! Come on Rito, this is why i made this discussion to begin with!

Merxamers1 votes

bumping again just in the incredibly off chance riot looks at this part of the boards :P

windwolf7772 votes

Even though they're trying to remove it I think they should give it something similar to dota's Ancient Appiration's Ice Blast. Make it an instant kill if they fall below a certain (number/%) of their HP, and inflict a 100% grievous wounds to them. (That's right. Preventing ALL healing.). If this proves too OP, tear back the scaling a little bit. (All of this on top of the ghostie if they die while under the ult debuff).

(Random Edit: Honestly, I think that AA's ultimate would just be a great spell in general for LoL. Global skill shot, and an execute. Link ((Warning, very wordy. One of, if not ***THE ***wordiest in the entire game. People joke about there being an entire novel in the alt tips))

Merxamers2 votes

that would be awesome! i've considered playing Ancient Apparition as support if i ever play DOTA 2 regularly :)

windwolf7771 votes

Honestly, if you do, be careful. He is SQUISHY AS FUCK!!! Currently, when pros play him, they go maybe the courier/wards first, then they allow him to get brown boots, then STRAIGHT into an agh's. This allows the ult durration to increase from 8/9/10 to 17. I mean, that's freaking huge, no Mek, (getting into meta specific heroes) no witch dr heals, no Chen Hand of God, lol, nope.

(Looks like I was wrong about TB Sunder. Learn something new about dota every day I guess ^^)

Off topic: Oh, and if you want, I can give you my steam link so you could have somebody to help ya out

Merxamers2 votes

sounds good :) thx bud, i'll friend you on the league client next time i log in

windwolf7771 votes

Already sent it to ya. Hit me up whenever. ^^

zock3y2 votes

Just don't rework him like Gragas was. Hated what was done to Gragas and would hate what would that bring to Morde even more.

Merxamers1 votes

so you prefered the barrel-poke Gragas to the sustain-brawler Gragas? Interesting (not saying you're wrong!). I actually WOULD prefer a Gragas-style rework for Morde to at least get him thematically consistent, but unlike pre-rework Gragas, Morde is very much NOT op right now.

What changes WOULD you like to see made to Morde, if any?

zock3y1 votes

Yes, he was more fun to play for me, although the new Gragas is not that bad (I might've over-reacted a little on that). That's probably just what I personally prefer and I do agree with most of people that Gragas now makes more sense for a fat drunken dude than he did before. He's only good due to the shitton of CC they gave him to compensate, though. Since we know what planned changes for Mordekaiser are now: http://www.surrenderat20.net/2015/02/213-pbe-update.html

Well, I'd call this an awful fail, at least most of it. It seems to me that Riot just doesn't want to have a thing called "melee burst mage" in their game. Mordekaiser is unique for that, and I really don't want him to become yet another tanky sustained damage dealer because:

  • We have many of those. Most of the tanky champions, whether based on physical or magic damage deal either sustained damage and have some CC or deal almost no damage and have a shitton of CC and/or sustain. We don't need more of these.
  • Mordekaiser doesn't have any CC. I'm not saying he should get any, I think Mordekaiser shouldn't have any CC, apart from maybe a minor slow, I'm saying tanks without CC don't work. Tanks without CC are best just ignored by the enemy team in teamfights. The reduced damage and max HP scalings ensure that building Mordekaiser full AP isn't worth it anymore because you get less of everything and building full tank or offtank makes your damage simply ignorable. And if that happens, your tanky stats become essentially useless too.
  • Mordekaiser in fact has a perfectly fine winrate. No, he's not OP, but he's not useless either. His statistics are all of an average champion, aside from pickrate, which proves only that people don't realise Mordekaiser isn't useless at all. Also, he was affected by DFG removal minimally, since if played properly, one would build DFG on Mordekaiser only in very specific situations.

What changes I think should be made:

  • Either something like a 20/25/30/35/40 Movement speed on W or a small slow (again scaling with ranks, in order to create some interesting decisions about ability maxing)

That's all I think Mordekaiser actually needs to make him more than a decent pick in both top lane and mid lane (against certain champions only, that is).

What changes could be made, if someone happens to decide he isn't good enough:

  • A slow on his isolated Q, to me it would make sense for approximately 40% (maybe scaling with ranks, maybe even with champion level), and a 0.5sec to 0.75sec duration, maybe in compensation for a small amount of his isolated damage.
  • The "shield starts decaying after 5 seconds" sounds amazing to me, it's just that I'd we wary of just adding it into his current kit, because it just might make him overpowered

About changes after DFG removal in general: I'm not quite sure why are they aimed that way. Fizz is the only champion that has actually been compensated for it without his playstyle/gameplan being changed, and to me it would make most sense out of all the champions changed to become something else than a burst mage; a fighter in his case.

Ahri was perfectly fine without DFG (people were buying DFG on Ahri in lower elo only anyways, unless in some very specific situations). She got changed to a kite-y poke mage with kind of insane mobility. I don't particularly mind the changes, I just don't see a good reason behind them.

Although Tristana's rework wasn't directly related to the removal of DFG (or at least it hasn't been put that way), AP Tristana was completely destroyed in the process.

Mordekaiser again wasn't particularly affected by the removal of DFG, and yet he gets a rework. A removal of his burst. A shift to a tanky champion (that i'm sure will make him useless if the changes will stay like they are atm).

With Veigar you can't really do that, just make him something else than a burst mage, because he is the burst mage, the king of all burst mages. And yet, the changes are making him a less reliable burst mage, being good only versus the immobile AP squishy short-range champions (there's not a lot that fall into these criteria).

I could say I don't know much about this, but I do know enough to realise removing the core item of most AP burst champions and then "compensating" for it by changing the ones that weren't hurt by it (that much) into something else than assassins makes zero fucking sense. So, although that's most likely too much to ask for, I'd really love an explanation from Riot, because changes like this make me fairly angry (that meaning "compensating" for a nerf to an entire group of champions by nerfing them even more).

AetherKingdom1 votes

If they give him CC and more tankiness, his base damages and scalings would have to be toned down. A lot. But riot won't because the champions they rework must have no counterplay Maokai

Merxamers3 votes

i'd rather they didn't give Morde CC so he keeps some damage, but that they would give him something that feels useful. I'd prefer fighter-Morde to Tanky-CC-Morde

AetherKingdom4 votes

I'd rather Morde get something along the lines of a self ms buff instead of CC as well, but actually tie it to his Q/make it only when you damage enemy champions, like Ahri's should be.

Stephenizgod1 votes

I think his W should have a MS steroid, that way it can give utility in teamfights (for teammates) and a bit of safety while laning. His Q should have a mark system for when they are alone that buffs Mordes abilities to a small degree. It would/could be interesting to me

Merxamers1 votes

that's a neat idea; having some utility would open up the door for SUPPORT MORDE; the bane of all ADC mains everywhere, huehuehue

Stephenizgod4 votes

Lol id rather him not be balanced for Support though.

Major Sparkles1 votes

mord es #1 huehuehue

Merxamers2 votes

indeed

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