Low/Med-Scope Mordekaiser Rework
calculus test got me stressed so i'm procrastinating
wanted to entertain the idea of lower-end Mordekaiser changes to tide him over for a full VGU. i want him to feel better to play as, a little more fair to play against, and make him feel more like a raid boss without doing too many changes to how he functions or plays out. the biggest changes will be to Q and passive. i love mord and i want to play him again
also I know mord is a really controversial subject and every mord player wants him to go a different direction; this is just how I'd like to do it as a quick bandaid. It's a longer read than what I did for Volibear.
base HP/armor per level improved MS raised to 335
context; I agree that early game mord's base stats should be weak, since he has a lot of strength in his shield and it can be overwhelming otherwise. but mid-late game he should definitely scale back up to being on par with other juggernauts, especially with the passive changes below
Passive - Iron Man Shield does not become active until it is fully charged; after the resource fills, Mordekaiser can refill it with abilities while the shield is active through the usual methods. Does not decay in combat. Damage-to-shield ratio lowered; Mord now charges for a flat portion of his shield for every enemy hit with abilities (individual ratios for each spell, 1/3 effective vs minions) Shield at early levels reduced; raised at higher levels
context - doing something sort of like Aatrox is getting now. wanted to punish mord less for building durability without rushing damage, while still rewarding said damage to help charge his shield up. He doesn't get the value of his shield until he fills it up, giving enemies time to whittle him down or burst him outright before he has a chance to ramp up in a fight.
Q - Mace of Spades Reworked; is now a 180-degree cone AOE with a brief delay. Instead of being 3 empowered auto attacks, the spell has three tiers of damage. If Mordekaiser hits an enemy or large/epic monster with Mace of Spades, he gains a buff that lasts for X seconds that makes Mace of Spades do more damage, and refreshes once if he lands Q. If Mordekaiser lands two Qs while in tier 2, he reaches tier 3, where he deals double damage and changes the direction of his swings. Mordekaiser will stay in tier 3 for as long as he continues to land Mace of Spades, for a minimum of X seconds refreshing with each successful hit. Mace of Spades slows all enemies hit for 1 second.
Rough visuals https://i.gyazo.com/b871a3c9d0e62eec838f9dd7c2a6fe34.png - Tiers 1 and 2
https://i.gyazo.com/9987b0bf23c69942f782390421c22bae.png - Tier 3. (Red is the full t3 damage; the blue outline is a 'shockwave' sort of effect that deals reduced damage.)
context: i strongly prefer the original Q with the AoE power, but I understand that some people enjoy building up to that satisfying 3Q now. So I combined them; this makes him feel more like the "ramping up" juggernaut CertainlyT intended, while offering much more interaction and requiring a little longer to reach that point. And now he has a slow, to be less dependent on Rylai's to keep himself relevant in fights.
W - Creeping Death (the correct name) Has a 1 second delay before coming into effect; does not interrupt Mordekaiser's attacks or movement. No longer requires an ally for full effectiveness; no longer automatically jumps to an ally if they're in range Lasts for 4 seconds; duration and size of AoE increases as damage is dealt to enemy champions, up to 8 seconds. At the end of Creeping Death, Mordekaiser heals for a flat amount of HP for every tick of damage dealt to enemies (1/4 vs monsters, full effectiveness against monsters) up to a cap, plus 1% of missing HP for every tick dealt to a champion. Mordekaiser can end the effect early after 3 seconds and will heal what he's stored
context - wanted to reward Mord for staying in fights and pulling enemies into his DoT. It has a delay and requires extended teamfights to reach full strength, but rewards him greatly for pulling it off by giving him a massive damage ring around himself as well as the potential for strong burst heals at the end of it. He can choose to give up his damage once the minimum duration expires if he needs the heal immediately, or he can test his luck by trying to survive the damage in exchange for a bigger heal to cap his life bar. i'm not sure how I feel about the healing values, but i like the idea of it requiring more commitment than getting in range once and doubletapping W for a big heal.
E - Siphon of Destruction No longer grants Mord 15% of shield for each champion hit.
context - the passive changes already give him a flat portion of shield for landing spells; I think this is just redundant with the plans I've suggested.
Probably much bigger than what these kinds of reworks are supposed be, but I think they're "small" enough as to be feasible, and hopefully address some of his problems