Please provide drastic changes to the Mordekaiser rework, or don't go through with it.
On a thematic and gameplay level, I personally feel like this is one of the worst reworks Riot's ever done. I'll put that out there right now; the only change I vaguely enjoy is the change to his passive. I'll start with the gameplay changes and how I feel about each of them.
Passive: Shield decay per second now 2% of base hp (up from 3% max shield) Shield no longer decays below 25% Max shield from per level to 25% of max HP Shield generation is now 25% of damage dealt, from 35%
This is good. I can build somewhat tanky and I'm rewarded for it with a stronger shield instead of "I can die a few seconds later." The lack of complete decay means I can keep some shield charged while roaming or lets me charge it up faster after entering my lane or a teamfight. Good change.
Mace of Spades (Q) Costs: 20/23/26/29/32 Health 10/8.5/7/6.5/5 sec Cooldown Mordekaiser's next 3 hits are empowered. The first deals 3/6/9/12/15 (~+.23 total AD) (+.2 AP) bonus magic damage. Each extra strike deals 2/2.25/2.5/2.75/3 times the bonus damage of the last, up to X (+X total AD) (+X AP). [Max damage is 4 to 9 times the first hit damage based on rank. For example: rank 1 is (Attack 1 = x. Attack 2 = 2x, Attack 3 = 4x). rank 5 is (Attack 1 = X. Attack 2 = 3X. Attack 3= 9X)]
I don't like this. Mordekaiser's meant to be an AoE damage pump; why is this single target? A good chunk of his waveclear is in this ability and his E, and both are worse off (even if Q's single target damage is improved.) Outside of that, it's just flat-out... less interesting. It went from "Mordekaiser swings his mace so hard that his power echoes out, dealing damage to other targets nearby" to "Mordekaiser will hit one person harder." And I could even live with this change if you didn't also reduce both his base AS and his AS/level ON TOP OF reducing his movespeed to 325, making him pathetically easy to kite.
Harvesters of Sorrow (W) No Cost 12/11/10/9/8 sec Cooldown Passive: Even with allies present, Mordekaiser gains full experience toward leveling up from minions he kills. Experience Earned: X. Active: Target an ally champion: Both gain 75 movement speed toward one another. When they touch, both deal 140/180/220/260/280 (+.6 AP) magic damage over 4 seconds. Reactivate to both instantly steal 50/70/90/110/130 (+.3 AP) health from nearby enemies (33% heal on minions, max 3 unites; deals magic damage).
This is probably the single worst thing about this rework. The passive is nothing but invisible power, something that Riot has said they hate, but is something to be expected when CertainlyT is behind the helm. Not being able to even use this ability without an ally nearby? That's unforgivable. Let alone that the damage is down, unless you can and you no longer get bonus resistances while it's up, so this spell is almost entirely worse.
Don't change his current W. It's perfect how it is.
Siphon of Destruction (E)
Costs 24/36/48/60/72 Health
6/5.75/5.5/5.25/5 sec Cooldown
Mordekaiser deals 35/65/95/125/155 (+.6 total AD) (+.6 AP) magic damage in a cone.
For each Champion hit, he gains 15% maximum shield.
Okay.. what am I supposed to be building? This does absolutely nothing to alleviate the alleged "identity crisis" that Riot likes to imagine Mordekaiser suffers from. I don't want to build AD on Mordekaiser, and you even made a fuss about it that MORDEKAISER IS NOT AN AD CHAMPION when he stopped getting AD from his ghosts. But now I'm supposed to be building AD?
The 15% max shield gain for every champion hit is a welcome change, but not one I feel necessary. It feels really 'tacked on' because they know that an AD Mord won't be able to itemize for getting past MR-heavy builds and I consider that a sign that this probably won't work for the best.
No Cost
120/105/90 Sec Cooldown
Passive - Dragon Force: Damaging the Dragon will Curse it for 10 Seconds.
Active: Curse target Champion and steal 20/25/30 (+.04)% of their maximum health (half initially, half over 10 seconds; deals magic damage).
Curse Effect: When killed by Mordekaiser's team, the Cursed unit's soul will follow Mordekaiser for 45/60/75 seconds.
Mordekaiser gains 30% of their ability power and 25% of their bonus health.
The ghost gains 10/25/50 attack damage and 15% of Mordekaiser's maximum health.
The ghost can be controlled by hitting the alt key and using the right mouse button ot by reactivating this ability.
What's the point of the dragon ghost? When would I even want it? If I so much as touch the dragon before it dies and then there's a teamfight, I'm basically locked out of my ability to drop my ult on a carry until it's either timed out or dead. Is this just a shiny new toy to distract people from the rampant identity-trashing on the rest of his kit?
The base damage is down, which makes it harder to deal with tanks and burst down carries, which further encourages me to build AD like they want to force me to, which makes it harder to itemize for because now I can't fit magic pen into my build without being suboptimal. On top of that, one of the biggest issues people had with his current ult is that it locked up too much of his power budget. So you responded to that concern by putting more of his power into it?
This rework doesn't accomplish anything. His counterplay is still only "stay out of his range" and he's still absurdly powerful when you do make that mistake. Except now, he's got confused build paths and an arbitrary relegation to one lane. Where he used be a viable pick and counterpick both top and mid, he is now FORCED to sit in bottom lane or play with only 4/5 of his kit. Why would I even want to pick him now? If I wanted a generic AD bruiser, I'd pick any of the plethora of them that already exist, take them top lane, and actually have the means to put my damage on enemies.
Now, let's talk about thematic. No, Mordekaiser does not make sense as an AD champion, nor a tank. No, he is not comparable to Sion in any sense of the word besides that Mordekaiser is larger than the average person and they both have big weapons. And big pauldrons.
Sion is a warrior who uses brute strength and nothing but his raw physical might to hack through armies. This is heavily emphasized in his rework and it works because it makes sense. Mordekaiser is not that. Mordekaiser is a magic-user almost entirely who generally only swings his mace to deal heavy damage when he's magically enhanced it. Mordekaiser devastates his enemies with a siphon of destruction and then steals their soul to do his bidding. He has no business dealing with pure physical strength; that's not his purpose and it makes no sense considering he's probably a hollow suit of armor with a soul trapped inside it. That would probably further emphasize that his power comes from sheer magic skill and practiced necromancy. At BEST, he's a battle-mage. He feeds off of the suffering of others through magic, and his physical damage has nothing to do with his shield generation.
Being covered in armor doesn't automatically mean he should be focusing on physical power (and it's ridiculous from a gameplay perspective since he can't optimize for the damage he's dealing when building AD.), especially when most of his lore and his entire kit highlights how devastating his magical abilities can be.
Please rethink this rework. I hope this is subject to extreme change, because all this does is force him into wanting every stat as soon as possible. If this work leaves him in any playable state at all, he'll likely be even more feast or famine than he is at the moment. His base stats are overall worse, though the HP5 buff is a welcome one, and I don't see how at all he's going to thrive in a bot lane environment when his ranged damage is worse, discouraging trades, and he needs duels that extend long enough for him to get multiple Q hits off. This really shouldn't be happening.. ever, bot lane. Every viable support has at least a slow heavy enough to let the ADC get away, if not a hard CC that can stop Mordekaiser in his tracks while his Q's timer runs out. He's even more vulnerable to ganks since the lane is longer than mid, and despite having a support with him, his movespeed is on the same miserable tier as Anivia's. I don't want to lose one of my favorite mid laners, and I refuse to take him bot and acknowledge what CertainlyT wants to do with his kit.
After having some time to review the changes and cool down, I think Riot can make parts of this rework... work. My suggestions, if any Rioter happens to be reading (and my apologies if this post was too rude, but I'm passionate for my metal man):
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Revert W's ally-dependence. Possibly find a way to include the self-heal, but I want a full revert otherwise. This was a good skill.
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Give him 340 MS back. Even considering 325 base MS on a champion like him is ridiculous, ESPECIALLY with the goals you have in mind.
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Give him back his AS and AS/level. AP Mord will need it to thrive unless you want to force him to buy to use it properly. I'll live with a revert to his AD and AD/level
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I'd really like to have his E back to its old base at max level. If not that, then some sort of medium to accommodate for the new AD ratio; like, 225 or 200.
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I guess the dragon ghost is cool. It's a little too niche for my tastes, but you could expand on this; it's a nice idea. Maybe give him the ability to Curse other jungle monsters for different benefits, but have him be required to kill the large creeps himself, and only if his ult is off cooldown.

/
or
if I'm fighting a lot of MR
offers a little bit of health.
/
(or other boots, maybe alacrity bonus?) and titanic hydra
Off-tank:
for defensive buys, and a whole host of boots to choose from.
for hitting off your Q faster (
might also be usable ), and any magic pen items are all strong too.
, but that was because he had a ranged cast, and good MS. (Not to mention the critical strike bonus.)
before his rework and I was gifted Final Boss the day before his changes showed up on the PBE.