@Riot Can we please have an explanation for the Mordekaiser changes?
For those of you who are unaware, these are the mord changes that hit the pbe (Direct notes straight from CertainlyT, important parts bolded)
"Hey PBE'ers, Let's discuss the planned Mordekaiser changes now on PBE. For further context, check out the Juggernaut Dev Blog.http://na.leagueoflegends.com/en/page/gameplay-update-juggernauts Changes: General Recommended Items updated Base Stats (Nerf) MS 340 >>> 330 (Nerf) HP 555 >>> 525 (Buff) HP/lvl 73 >>> 80 (Buff) AD/lvl 3.5 >>> 5 (Buff) AS/lvl 2.6 >>> 3 (Buff) HP5 3.3 >>> 4 (Buff) HP5/lvl 0.3 >>> 0.55 (Buff) Range 125 >>> 200 Attack frame improved Armor/lvl 2.7 >>> 3.0 Attack Frame improved, but no longer scales as well with Attack Speed (Attack Frame should feel more consistent across game time) 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% Q: Now buffs Mordekaisers next 3 attacks. Each does 2x-3x the last, increasing with spell rank (e.g., if the first hit deals 100 damage, the third deals 900). W: Reworked New passive: Mordekaiser receives full experience from any lane minion he kills New active -- Harvesters of Sorrow: Mordekaiser and target ally champion gain 75 MS while moving toward one another. When close to one another, both deal magic damage to nearby enemies over 4 seconds. Ability can be reactivated to instantly deal ~40% of the total DoT and heal Mordekaiser and his ally for the damage dealt (heal takes 3 units maximum; 33% heal to minions) Health cost removed. E: Base damage reduced from 70/115/160/205/250 >>> 35/65/95/125/155 Now also scales with 0.6 total AD Cooldown from 6 >>>> 6/5.75/5.5/5.25/5 Now grants 15% of maximum shield on champion hits R: Added: Passive -- Dragon Force: Dealing damage to the Dragon curses it. If Mordekaiser’s team kills a cursed target, Mordekaiser gets a ghost of that target. Planned: Ghost scaling cleaned up [This is not yet on PBE]"
And this is the only explanation we've been given (Direct quote from the LOL article).
"Last but certainly not least, we took a look at ol’ Morde. Over the years, he’s been a consistently difficult champion to balance thanks to his pretty unique mechanics. League’s very own man of steel is a shielded and manaless AP burst mage who’s super slow, lacks crowd control… and is often played in a solo lane. So, rather than committing to balancing him in a patchwork fashion for the next few years, we decided to try something a little crazy. Here goes… We’re trying Mordekaiser out as a duo lane juggernaut, intended to step up in lieu of a regular marksmen pick. Yep. Morde’s rework has some pretty unique aspects. For starters, Creeping Death now only deals damage if Morde and his targeted ally stay near each other, a change intended to help entice Morde into duo lanes the way we mentioned. Secondly, even if he’s playing in lane with a support, he’ll earn full experience from any minion he’s able to last hit (support will get their usual half share of xp). This means that Mordekaiser, unless he dies horribly beforehand, will always hit level six way before his lane opponents, and will always have a pretty handy advantage when it comes to bot lane battles and early game dragon contests. "
And then a post about how mord can now summon the dragon that is akin to a parent trying to distract his crying child with candy.
Here's my main problem with this. Riot is making some of the most drastic changes to a champion that we've ever seen without any explanation whatsoever. They have explained what they're doing, but we have no context as to why they are doing it. They've basically just told us that he's being shoved bot lane instead of an adc, but there's no logic behind this, no reasoning behind this and no explanation as to how he will be powerful and/or how he break the meta and make a role that has never really worked suddenly viable.
Added to that, they're messing with his Q mechanic, they're butchering his E and they're (maybe?") encouraging an AD buildstyle, as well as necessitating a lot tankier builds through changing his passive. All of this has no explanation. So here's what I want to know:
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Why was mord forced (because that is what's happening here, by shifting all of his power into a duo lane, he can't go anywhere else well) into bot lane?
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How is mord going to functionally replace an ADC and still be balanced? (This needs a deep explanation, due to differences such as power curves, teamfight functions and most importantly, damage differentials, I'm having a hard time seeing how he's going to be viable.
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Why is mord's E being so drastically nerfed (especially since his damage was already nerfed on his W a lot.)
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why the AD ratio on his E, do you want him to be built AD as part of allowing him to replace an adc? (which is confusing, because he'd still do primarily magic damage)
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How can mord operate as a damage-dealer (because that is what a bot laner should be able to do) with both his short ranges and the fact that he now not only generates less shield damage, but also has a smaller shield which requires tanky stats in order to function?
If you could explain these things, it would really help. This is a massive change; you're shunting him into a new lane and a new role, which is almost unheard of in reworks. I think we deserve more explanation than just "We're doing this, deal with it".