Rework concept for Mordekaiser's Harvesters of Sorrow

lagartoloco94·12/13/2018, 6:03:29 AM·1 votes·1,449 views

This idea came in response to Mordekaiser's lack of cohesion post rework. Controversy aside Mordekaiser is a fascinating and fun champion but he suffers gameplay wise. The fantasy of a tyrannical magically fueled physical juggernaut is worth exploring but perhaps should be divorced from the dependency on other players. In simple terms I feel like Mordekaiser E-Harvesters of Sorrow forces him to interact with his team in a way that doesn't make sense for a brutal selfish Warrior king. Why not use the flying metal for Mordeakiasers true passion, subjugation.

Rework concept: When Mordekaiser presses down E he summons a medium sized twister of metal around him that lightly damages and slows all around him over time at the cost of health. If E keeps being held the shrapnel will circle closer reducing the radius but ramping up the damage, slow and health drain over time. This will crescendo into a burst of metal with reasonable damage and health cost. If E is cast again at any point morde will burst his shards to their max range and recall them draining health from opponents around him (basically the usual pop heal were used to but at a much larger range). This is a diminishing return. An early release will give the highest heal and range (which will not be insane for balance) the longer the shards are out the less the heal all the way up to no heal at the abilities natural end. Also for balance the DoT could give reduced shield from Morde's passive on multiple targets or none at all. (For comparison think of this as a damaging and slowing version of Irelia's Irelia W-Defiant Dance)

I feel this design could help with multiple issues.

  • It fits more with Morde's character concept. His brutality goes both ways. He can slow you in a cage of his making which only becomes more constrictive and damaging the longer you stay in while also arrogantly endangering himself to do so, to the point you may have a chance at survival if you fight back (if he doesn't pulverize you first that is).

  • It keeps the AP juggernaut concept viable. Ranged characters still have an advantage but Morde now has a way to at least have a chance at closing the gap without necessarily speeding up but instead magically bringing his opponents to his level.

  • It allows for bot lane Morde without sacrificing his abilities efficiency to forcefully fit that role. Having a fair sized slow that can hit multiple opponents is good for both you and your support. Plus being able to cancel your cage for a fair heal if you overcommit on a carry that's slipped out of your grasp does mitigate some of the damage you've done to yourself and received in your power play (But only partially. There has to be some counterplay for your mistakes).

  • As a side bonus it gives Morde a bump in team fight presence. However keep in mind. As previously mentioned the abilities relation with his passive can be balanced so Morde doesn't become an immortal shield battery. (That's what siphon of destruction is for. XD ). Also remember that the slow and damage is weakest at it's largest radius. It's not meant to be popped in the fray like a Nunu ult. It's meant for you to snag some poor sap in the initial slow as you close in and the The twister concentrates it's fury around you and your victim. Any stronger slows or damage to other enemy combatants will be coincidental (but accidentally helpful).

Please feel free to comment and share constructive criticisms. Thank you for your time.

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