@Riot, A warm Hearty Thank You for the 5.4 MordeKaiser changes

Kosomic·2/15/2015, 1:19:42 PM·11 votes·2,495 views

Note : For anyone who hasn't seen the changes you can check them out on this link. http://www.newsoflegends.com/index.php/category/2-pbe-news/

Well it's done. The beastly man has got an update and he's looking better than ever. so let's go over the changes quickly to see what we have.

P- Iron Man

  • Gains shield on max health not damage dealt

Our boy now CAN NEVER HAVE HIS SHIELD GAIN REDUCED. That's right, no amount of MR anyone has can ever spoil our fun. Though the max health conversion specs might have to be changed just because I don't know if he's getting as much out as he should from his abilities but in short this change does wonders.

Q- Mace of Spades

  • Gains 75 attack range for his next hit
  • Damage reduced to a max of 180(+0.3AP) magic damage or 132/165/198/231/264 if alone
  • Health cost now cut to half 12/16/20/24/28 per lvl
  • Gains 4% max health as shield for each target hit
  • CDR now down to 7/6/5/4/3

His reduce in damage is a small price to pay for what he gets. Attack range so he can actually hit someone with it, lower health cost and CDR makes it a viable skill now. I think that the shield gain should increase to 8% if the target is alone for his dueling but that might be just me.

W- Creeping Death

  • Health cost reduced to 18/22/26/30/34 per lvl
  • Gains 1% max health as shield per target hit per second
  • Throwing this on someone gives you the effects as well and you gain 60 movement speed towards them or them towards you

I AM A MAGNET. This is going to be a lot of fun. You throw it on a lane minion and you poke your laner and also get to barrel towards them. Only thing I would like is if you can throw this on ally turrets as well (or wards even). Towers are so you can make any minion swarms disappear but mainly for the early game so you can escape a gank without burning a flash every time. Wards would be cool not necessary but cool to deal invisible damage like when you Zilean bomb a hiding Teemo.

E - Siphon of Farm (Destruction)

  • AP ratio decreased to 0.5 from 0.6
  • Health cost lowered from 24/36/48/60/72 to 20/24/28/32/36 per lvl
  • 4% max health as a shield per target hit

Nothing really changed from here. Still get your instant shield but the cost has been cut in half so he will do noticeably better early game as he is not killing himself so fast. Yes I know that's why we have item 3152 but this means he gets more out of it.

** R - Children of the Grave**

  • Bonuses for obtaining a ghost changed; Mordekaiser now gains 30% of the ghost’s AP and 25% of their bonus health.
  • Your ghost get's 25/50/100 bonus AD and 15% your max health
  • You gain 2% max health as a shield while your ghost is alive

Here is where things get weird. The bonus stat change Isn't really much in fact I barley notice it when i have a ghost as I'm to busy using it to kill people. But the 100 extra AD.... that is completely balanced. no flaws there (whistles innocently) like I'm not complaining but seriously, you get a carry as your ghost and an extra 100 AD?!?!?! All right I'm good with that, just bellow HUE to win now. The shield gain per second is nice just reminds the enemy that you have their friend as your puppet.

Conclusion

So I don't know if any Reds read my post I made before on Morde. I had made it because I was worried when I heard something about a skill shot for the Q and a delay before the E and didn't want his buff to become a nerf. So I was very pleased when I read these changes that fill out his character more and give him even more crazy build paths than before. Your still going to build AP on him but now you actually get a lot out of tank iteams too. Now excuse me while I go jungle morde for kicks. Anyway, thanks Riot and anyone who plays Morde may we all invade the S5 jungle summoner 11 Mordekaiser

Thanks,

EndingWingz

33 Comments

Waawee2/15/2015, 4:13:43 PM5 votes

His shield doesn't decay :D in combat. I think these changes will make his teamfighting much better.

stuartk112/15/2015, 4:19:16 PM4 votes

It's a little tricky to judge the Mordekaiser changes without having tested them, so keep this in mind. However, I do feel that Mordekaiser doesn't really fit any niche after the rework (and he didn't really fit thematically before). Before, he was played a burst mage, primarily so that he could kill whoever he got into spell range with. This is because he had no mobility spells, no gap-closers, extremely short range and no CC. With the current iteration, they have made a nerf to his burst potential as well. I don't think playing the new Mordekaiser will feel very rewarding if you ever do get to someone to use all of your abilities effectively. He just has way too many weaknesses currently to warrant playing, and the proposed changes only exaggerates this issue.

TwoD2/16/2015, 12:21:45 AM2 votes

to all the people saying morde change is bad, no it's not bad.

you're bad.

Potato Doc2/15/2015, 9:21:49 PM2 votes

If they wanted bruiser mordekaiser they need the speed boost to not be so situational, (or make more movement speed items viable for morde) and give him some compensation for the lich bane nerf

Jalkan2/15/2015, 9:35:28 PM2 votes

Honestly I think Morde needs a complete rework. He is bad to play, you can keep getting kited, and when playing against him it's not good if you're melee.

EfficientDynamo2/15/2015, 7:01:14 PM2 votes

I'm going to have to disagree. I don't mind the tankier direction they are taking him, but I feel that the W movespeed buff is way too conditional to be reliable. The damage decreases I am not overjoyed about, but I can live with them. And the Q range increase is nice, but 75 range isn't a gamechanger for a champ that has serious difficulties getting into melee range if his opponent wants to run. I get the feeling he still needs more work to be viable.

I'm also kinda disappointed that they decided to rework his abilities (which admittedly isn't a huge change here) without touching his pizza feet.

TheFrozenIsles2/15/2015, 11:55:04 PM1 votes

I just what to say thanks for doing this.As I for one like the changes. I all was love his W and it sound all around better to me.

All so about his Q. It does give him double against isolated target.

Kosomic2/16/2015, 1:16:15 AM1 votes

Apparently to HUE HUE is much better than to HUE according to my poll lol Mordekaiser

AmightyT2/16/2015, 1:17:30 AM1 votes

They still didn't address the fact that Morde has no CC in a league dominated by mobility.

MXXIV2/16/2015, 1:19:00 AM1 votes

[deleted]

MXXIV2/16/2015, 1:22:58 AM1 votes

You gain 2% max health as a shield while your ghost is alive

And this is overtime? Or for the damage ghost deals?

Provengreil2/15/2015, 2:55:10 PM1 votes

So I don't know if any Reds read my post I made before on Morde. I had made it because I was worried when I heard something about a skill shot for the Q and a delay before the E and didn't want his buff to become a nerf.

That was veigar.

Zarxis2/16/2015, 6:46:38 AM1 votes

I believe that Mordekaiser's changes won't help him enough... He needs some form of CC or mobility (more than the "magnet" boost will provide) if Riot wants him to deal sustained damage and tank for his team. The changes are giving him a small, situational form of mobility in exchange for a fair amount of his damage (a ridiculous amount if you factor in the loss of Deathfire Grasp). DFG burst Morde worked because it could kill people, push, and do some minor tanking with the shield. Changing the shield gain to be unaffected by MR is a moot point because Morde tends to build Magic Penetration anyway. Both old and new Morde will be excessively kitable and unable to keep up with the vast majority of enemy champions without help... New Morde will simply do less damage when he does actually have the opportunity to use his spells.

halla5552/15/2015, 4:17:01 PM1 votes

Plox no, the hue-dekaiser does not need to make a come back.

PLOX NO

Jungle Lux God2/15/2015, 5:25:10 PM1 votes

I like the analysis that you did in that your analysis isn't completely negative. Most Morde players seem to only see the negatives about his rework, like losing a lot of shield from the change to being based on your health instead of being based on your damage, having his damage reduced, and having his health costs reduced.

In regards to Mace of Spades granting double shield on isolated targets, I believe that that is actually the case on Morde. He does get 8% shield for using Q on an isolated target.

TTUPhoenix2/15/2015, 8:39:17 PM1 votes

And to the OP, thank you. I know there's a lot of hubbub over the Veigar and Morde changes, and while I'm not qualified to comment on Veigar, I think that people are being overly negative about changes that will, at worst, leave Morde no worse off than he was before. I think he's going to be stronger as a result. Yes, he will play differently, and yes, he will likely change roles somewhat. But I do think that these changes will be good.

Amachy2/15/2015, 9:27:07 PM1 votes

Why are royeeet employees allowed to create threads?

terkmc2/15/2015, 11:05:08 PM1 votes

However , his passive shield still have a max cap based on level. Why cant they uncap it or just make it a % of his max health max shield or something to really push for bruiser Morde