I think allies should be a tool to extend Mordekaiser's sphere of influence

Big Lincoln··21 votes·824 views

instead of hindering him without one nearby.

I think my biggest issue with the rework, by far is his W. It just confuses me from a design perspective; at first, the reasoning for it only being usable if an ally was nearby was that the damage would overlap. This was.. shaky reasoning, to be frank, but it somewhat made sense. But they removed this, and Mordekaiser is still without a damage spell. Why this hasn't been corrected is beyond me.

But that's not the main issue. The biggest thing is that they drastically changed the requisites for a spell without adding meaningful interaction with it. There's really no decision-making to be had; this spell is just as one-note as it used to be, except there's a very annoying requirement to actually use it (you need an ally.) I respect that Riot wants to encourage him to interact with his team, and I actually want them to do this, but this is a poor execution; too much of him suffers from this symptom. Instead, I would like to encourage something else; thematically, it makes sense that Mordekaiser wants to inflict pain and suffering. But he is limited in his range; SO, he uses his allies to 'extend' this range (similar to his old W) for him, but with a difference.

Thus, my proposal is this; W can now be either self-cast or allied cast. When self-cast, Mordekaiser gets the damage of the DoT around himself and the heal on the recast. This gives him an incentive to use it selfishly; for sustain. It's a strong tool for trading and dueling, and it offers -some- decision making in going for the full damage or cashing out early for a heal.

When cast on an** ally**, however, the recast is different; Mordekaiser creates a tether between him and the ally he's W'd onto, with a line between them to show the direction of the recast. When recast, Mordekaiser calls the metal to him, creating a 'pull' that fires from his ally's model, dragging any enemies caught closer to Mordekaiser. Mordekaiser does not heal from this.

And there; Mordekaiser now has a strong, flexible skill that functions for him both in solo and duo lanes, as well as giving him more synergy with more champions. Instead of relying on the front line, Mordekaiser can now properly fit into multiple comps, W'ing onto divers for mini-wombos, W'ing someone behind him while a support speeds him up to initiate on his own, and returns his ability to push and farm and trade by himself. It's also a good thing for everyone; Mordekaiser has more load to his kit, solving the previous issues of it being too simple to balance easily. Mordekaiser now has utility, which gives him more purpose than 'ult-bot' when behind, and all of this adds extra levers to balance him with (pull distance, tether range, the DoT does reduced damage if it's on Mord AND an ally, etc.) It has counterplay because you know what they're going to do if he throws his W onto their initiation, you know that you can evade the pull and safely avoid a metallic death, and so on.

I know it's probably not going to be considered but I liked the idea and figured it'd be worth bringing up again.

15 Comments

Malicious Metal2 votes

Very interesting, could be a valid option for a powershift once Riot finally decides to work on Morde.

Big Lincoln1 votes

I'd like to see it happen just to make W a more flexible spell. I don't know if the rest of his kit could be changed to do the same, but just one, I feel is good since we want him to be a carry-type.

I also think that, if done right, could give him more options in which spell to max; for W, you'd max it in solo lane if you want the consistent damage for longer trades, or vs people who can CC you a lot, and in a duo lane, you'd max it for a shorter CD on your pull in order to make dives easier to pull off at the cost of less up-front damage

Mordepool1 votes

Interesting. Displacement is still cc though.
Only thing I could come up with to add utility Is allow Morde to Throw his Mace and have it be impassable Terrain. Still no cc. But its something. I posted a more detailed description. In another MM post

Edit:Q empowers AA. Sure nerf the dmg add a much longer CD. But when Morde gets 3 aa on the same target.

He has the option to Throw his Mace do damage as it passes thru and use his power over metal to bring it back to him. Straight recall no dmg. If Morde moves at an angle which would cause the handle to swing the Mace spins back to him and. Does damage along the way.

Where's the utility you say when the Mace is imbedded in the ground its impassable Terrain. Morde can't AA. But gains increased MS( he's no longer carrying a iron fortress on his Shoulder)

Big Lincoln1 votes

Yes, but I think CC would be a good thing for Mordekaiser as long as it's conditional.

It's not required to be his 'thing' but it's hard to balance someone whose only recognizable theme is "damage and lots of it."

That said, giving him a cage that, say, traps everybody except Mordekaiser inside, granting him alone free access and creating impassable terrain for anyone else, would be neat to play with.

Mordepool1 votes

[{quoted}](name=Solomon Money,realm=NA,application-id=3ErqAdtq,discussion-id=Q31jA0vT,comment-id=00010000,timestamp=2015-10-17T23:51:44.193+0000)

Yes, but I think CC would be a good thing for Mordekaiser as long as it's conditional.

It's not required to be his 'thing' but it's hard to balance someone whose only recognizable theme is "damage and lots of it."

That said, giving him a cage that, say, traps everybody except Mordekaiser inside, granting him alone free access and creating impassable terrain for anyone else, would be neat to play with.

The cage thing is thresh's thing. I have something just for Morde. Bear in mind made at 5.16 and obviously needs tinkering

Passive: Heavy Metal Iron Man: a percent of the damage dealt from abilities is converted into a temporary shield, absorbing incoming damage in addition Non-Champion units damaged by Mordes abilities are affected by the Shrapnel debuff on death the unit drops a pile of Heavy Metal shards (lasts 60seconds)which can be gathered to give morde 2%/3%/4% Shield which doesn't decay and caps at 25%.

Mace of Spades Q empowers AA. Sure nerf the dmg add a much longer CD. But when Morde gets 3 aa on the same target.

He has the option to Throw his Mace do damage as it passes thru and use his power over metal to bring it back to him. Straight recall no dmg. If Morde moves at an angle which would cause the handle to swing the Mace spins back to him and. Does damage along the way.

Where's the utility you say when the Mace is imbedded in the ground its impassable Terrain. Morde can't AA. But gains increased MS( he's no longer carrying a iron fortress on his Shoulder)

W - Harvesters of Sorrow Mordekaiser now receives full experience from any lane minion he kills with harvester of souls COST No cost COOLDOWN 12/11/10/9/8 seconds DAMAGE 140/180/220/260/300 over 4 seconds. At the end of Harvester’s duration (or when Mordekaiser reactivates it), he deals 50/70/90/110/130 damage to all nearby enemies, healing both Mord and his ally for the damage dealt. Both Harvesters of Sorrow’s DoT and its detonation can overlap, dealing damage twice to enemies hit by Mordekaiser and his ally. Units killed by Harvester don't generate Heavy metal piles. MS 75->65After collecting 10 piles morde gains one self cast of W can store 1 charge only.

Siphon of Destruction Mordekaiser damages enemies in a cone in front of him, dealing 70/115/160/205/250 (+0.6*AP) magic damage. The closer to Mordekaiser the more DMG they take.at max range does 50% dmg

Children of the grave: same as new ult Dealing damage to the Dragon curses it.

The dragon takes increased dmg from champions at rank 1 50%. Rank 2. 25%. Rank 3. 0%

Big Lincoln1 votes

yeah but fuck thresh

a metal cage you can't escape from where you're forced to 1v1 him = metal as fuk

GhastlyGhoulMan1 votes

I actually really like this idea. He just needs something that can bring his solo lane viability back without being unbalanceable.

Mordepool1 votes

When you put it like that. It's Sounds fucking amazing

Baron of Bread1 votes

I like the idea of using allies to increase Morde's area of influence, but I don't like the cc. I still feel that Morde should have no cc in his kit. However, at this point I guess I don't really care about what is in his kit. I stopped being a Morde player when the rework went out, so as long as he is balanced it should be fine.

Yeah, good idea.

junglerboy161 votes

really that all comes down to phrasing in a tooltip.

If they say it one way, it's seen as "allies enhance his power on the battlefield!"

If they say it the wrong way, it's seen as "Mordekaiser sucks unless he has allies nearby..."

It's kind of like how people see Viktor's passive as an item bonus, or a build handicap. You decide what it means based on whether you think it is a glass half empty or a glass half full.

Big Lincoln2 votes

well, that's kinda how it is right now

Mordekaiser doesn't get anything out of using his W solo -- he just loses power. No trade-off for anything, just.. no damage.

LordGeovanni1 votes

there is really nothing wrong with your suggestion but isnt the reason most tanks in the game arnt viable now because they nerfed them because they had too much options though assassin can still do what the fuq they want

Big Lincoln1 votes

i don't consider mordekaiser a tank

he's more or less a bruiser/carry, but he's lacking in utility and has too much damage

LordGeovanni1 votes

i dont consider him a tank either thats why he is still semi viable riot needs to buff tanks so they can be viable too and if need be introduce more expensive items with better passives and more importantly stats. yea this will allow tanks to pick up damage items but it will also allow carries to pick up defensive items which has proven over time to be far more op. since most carries build life steal or sustain along with their damage i dont know why they get to have the offense of damage and defense of self healing as they deal damage but warmogs was nerfed because people were picking it up as a first item and people pick up black cleaver as a first item and it has far more uses than warmogs in and directly counters armor because it starts the game off with penetration when penetration should be a solution to heavy armor targets and not just pick it up because its there .

Chespin20131 votes

I like that idea alot but I really just want him to be able to sololane again. I don't mind if duolane morde will still exist I just love being in a sololane as him again.

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