Morde pbe change. Analysis

xXKUR0S4K1Xx·2/14/2015, 8:51:13 AM·2 votes·816 views
2/13 PBE Update

Copied from my thread at the LoL forums

TL;DR So what do I think overall? Well it's a (fairly significant) nerf. Considering all new facts brought to my attention (shield generation against minions is still cut on the new Morde and our old Morde does not consider mr in shield generation) I say it's a nerf. You actually generate less shield at all points of the game, have less damage and a fucked up build path in return for more health.

4% shield conversion of health on E per target and 8 or 12% on Q. 1% on W (per tick I assume?). 2% on ult each sescond (for 10 seconds).

EDIT: apparently mr doesn't factor into shield generation. That doubles the assumed shield generation. Of our old Morde on Champs with 100 mr and increases it to a degree for minions (though only after a short while after they actually get some mr)

Basically comparing a 500 ap to a 3000 health Morde: the 500 ap Morde gets around 90 per E on a target with 100 mr. More if the target has less obviously and less if it has more. The new Morde at 3000 health gains 120.

Now how does the shield conversion actually play out for most skills? At level 18 base health you need the health conversion to ad up to about 33% to get a full shield on level 18. That is about 2 E's with 2 targets each, 1 Q with 3 targets and a w with 5 ticks on one enemy (if it doesn't work per tick then you need to hit the entirety of the enemy team), or 2 E's with 3 people, 1 E with 2 people and a W tick. (33%)

At 2500 health you need about 25% worth of health conversion which is roughly 2 E's with 2 targets, a Q with one or two targets and one tick with your w on someone. (25%)

At 3000 health you need about 21% worth of health conversion, which means you need to hit a little more than an E that hits the entire team or 2 E's one of which hits 3 the other one 2 people or an E with 3 people and a Q with 2 people (20%)

The next important thing is that every bit of health cost was reduced to varying degrees. The most important thing though is the early game and your E (since that how you farm and harrass) and there lies the problem. Health cost lowered to 20/24/28/32/36 from 24/36/48/60/72. That is not significant until it's on level 3 and by that point you generally get a hextech revolver to compensate for it. Still very nice to have BUT "Base HP Regen per second reduced to 0.6748 from 1.6748" that means over the course of 5 minutes he will have 300 health less than he would have had before which is ENORMOUS in the early levels (think a half or a third of your health bar) and the reduce in health costs are pretty much made up by that (from around champ level 3-5 onwards. Not made up on champlevel 1 but made up on champlevel 3 assuming you use it once every 12 seconds or champlevel 5 assuming you use it every 20 seconds).

EDIT: again mr doesn't count for shield generation. Now for a shield generating comparison. Counting magic resistance (around 30), on level 1 with 30 ap you would have generated 21 shield by hitting an enemy laner. Discounting it you would generate 30. Discounting magic resistance on minions you would generate 15 though you generate or 18 which was tested with 35 ap(and 48 for 3 and so on).

EDIT: Apparently it's the second though I still don't know if it's half or like 1/3 or 2/3. On the new Morde with the 555 base health you would generate 23 shield per E. However the patchnotes aren't clear on that. Is it still halved against minions. Assuming it is not then it's actually a buff. If it is then it's a nerf (because you would only generate 11 or 12 when hitting a minion)

EDIT: Due to new facts brought to my attention I changed my opinion. It seems to be a rather significant nerf. Considering what I said before how much you need lategame it is clear that it's at most a buff early. It will be harder to generate shield later assuming with the current Morde you go heavy ap.

His ult did not get changed too much but the gist is that it's better to ult tanks than ad carries than it was before (it's still better to ult ad carries if they die soon) and the passive change actually gave it a stealth nerf (now the ghost wont generate shield anymore). Morde benefits more from tank stats and the pets stats aren't AS good anymore. I would ult an adc if I know I could kill him but if not consider an apc or a tank as well.

Damage nerfs: E got nerfed by 0.1. W got nerfed by 0.05. Q is nerfed until you get hextech gunblade (last item). Nothing too extreme at least but for every skill the damage was reduced BUT

W utility buff: This might be the only saving grace of this change (although it most probably still is a nerf). 60 movement speed might honestly not be much (think boots of swiftness) considering the circumstances but it might just be enough to actually hit a Q. I will need to see how this turns out. I don't think it's a big deal but I might be wrong.

Q also got a 1 second reduction for cooldown for each level. The problem with that is that you won't be able to use your Q that often unless someone fast chases you down (which -considering that you now build health- is not likely).

The passive also wont decay the shield unless you are 5 seconds out of combat. This could ideally mean around 300 shield more in a 10 seconds teamfight. But in actuality your shield is often overcharged or non-existant so I expect at most 100 extra shield out of it. It's probably more valuable in the laning phase when you cs and your opponent doesn't harrass you at that time but only marginally so.

So what do I think overall? Well it's a nerf. You generate less shield overall and more health due to your fucked up build path (which prioritizes health making you even less damaging). At the same time you have slightly less damage ratio wise (and probably fairly much less considering a new item build). The W just got slightly more usefull while the Ult probably got worse (thanks to it's stealth nerf).

What would I change? Well -aside from the fact that this rework is horsecrap so I wouldn't go through with it- I would give more movement speed on the W (and not towards each other but simply for both for the duration) or give the Q a major slow and isolation root. Or a a myriad of negative effects on W and make it so you can apply it on enemies. There are many possible changes but these were not the ones I hoped for tbh. It's also quite unhealthy gamedesign for a champ to build health to gain even more health for a duration. The glasscannon approach -while not perfect- was at least a sort of high risk-high reward scenario.

Is Morde better than before? No. Is he worse? Probably a little bit but generally he hasn't changed much Yes. The building path becomes slightly safer to build (because tankyness) while yielding much worse results (less damage in comparison to your health with shield than before).

11 Comments

EzraTwitch2/15/2015, 9:47:36 AM2 votes

This was the build I did the math for. item 3152 item 3020 item 3068 item 3001 item 3116 item 3151 . With runes and masterys it came out to 3100 Health and 320 AP.

So look at Siphon first (Which honestly pretty accurately mirrors the changes across the board).

Old Morde E Damage with above build. 442, Shield Generation 154. (77 Against Minions) New Mord E Damage with Above build. 410, Shield Generation 124. Shield. (37 Against Minions) NET LOSS: -32 Damage, -30 Shield, -40 Shield Against Minions

Getting 4000 Health on the new Morde Gets you to 160 Shield, only 6 More than Morde on Live, and to do it you would have drop an item that isn't already giving you health. So thats item 3152, or item 3001 . Can't Drop item 3020 , Need item 3152 for sustain, so that leaves item 3001 , best choice probably being to replace it with a item 3065 .

New Totals. 250 AP, 3500 Health.

Olde Morde E Damage with Changes: 400, Shield Generated 140 (70 Against Minions) New Morde E Damage with Changes: 375, Shield Generated, 140 ( 42 Against Minions) NET LOSS: -25 Damage, +/- 0 Shield (-28 Against Minions).

Old Morde E Damage with item 3001 : 442, Shield Generation 154. (77 Against Minions) New Morde E Damage with item 3065 : 375, Shield Generated, 140 ( 42 Against Minions) NET LOSS: -67 Damage, -14 Shield (-35 Against Minions).

As you can see, this is across aboard nerf to"Bruiser" Mordekaiser in every way, Damage and Durability. It is in NO way a buff. Though I didn't type out all the numbers for every single ability here you can be sure I did do them. The only time New Morde Exceeds old Mordes capability's is if Morde and and an Ally with Creeping Death active BOTH are damaging 3 or more enemies with the spell. This is of course, is extremely situational and ironically only results in more damage and actually still produces less shield. Furthermore it in NO way makes up for the across the board nerfs on both damage and survivability especially considering his Ult does not produce shield once the Ulted Target dies, ( the Ghost Produces 0 Shield when it attacks.)

Please feel free to do the math for his remaining abilities you will see that the trend holds true.

ExiledTyrant2/14/2015, 9:36:57 AM1 votes

The point is for the majority of the targets getting hit by Morde's Aoe damage and generating shield it's an upgrade compared to Live Morde unless Morde's AP is stupid high and he is facing very low MR targets. There may still need to be some tweaks with the with his W and his R though. The utility should be tested on W to see if it's really worth the power budget and if it's good shield gen. The R just has to feel like most targets are worth making a ghost. Iron Man is almost perfect now, his Q balances out now due to the 1.6 AD ratio on Aoe damage , and overall he is going to be using skills faster.

ExiledTyrant2/14/2015, 10:19:30 AM1 votes

I look at a late gunblade as a big missed opportunity as it gives Morde one of his bigger power spikes during the match and allows him to actually secure kills earlier within the 2 second time frame. Completed as a third item after sorc boots and haunted guise it allows him to catch people before they hit tier two boots in most cases. Granted gunblade vs Wota and pen vs sustain have always been controversial topics for his build patterns.

ExiledTyrant2/14/2015, 9:21:46 AM1 votes

Morde only gets 35% damage from his abilities as shield so the example of him getting 550 or 275 from someone with 50% resistance is off. It would go down to 96 ap morde vs 120 hp morde. Another thread was showing the numbers are usually much better against tanks or fighter levels of MR and about break even on squishy target at around 3000-3300 health which is still very doable. The exceptions being his 1% W but you can now give 2 creeping deaths and it scales 1% per unit hits so the results could be hard to gauge. I would have to see more numbers and hopefully some footage in the near future now that his shield no longer decays and it is only 30% reduced vs minions unlike the 50% reduction we have now. 3% per second really added up it will no doubt be a big factor.

A little Peepo2/14/2015, 11:07:56 AM1 votes

I wish morde had that pull death knights on wow have xD that would be epic! I mean the veigar remake is awful so the morde remake will probably be bad as well.

RazorTS2/14/2015, 1:26:15 PM1 votes

new remake forces you to build oldschool bruiser build item 3151 item 3143 item 3116 as a core without any or few benefits seeing as his ratios and damages hit substantially and you need hp for your shield, his Q bonus ad ratio "buff" is a mocking insult in my eyes

ExiledTyrant2/14/2015, 10:29:01 AM1 votes

That is a very troubling point. I noted in the rioter thread Morde has potentially 6k gold to chew through if you rush flat pen and sustain before he can genuinely stack health. The golden rule is usually invest in sustain and then invest in flat pen because it matters the most and snowballs early game. Let's not forget the hard decisions for Morde's cdr itemization now where cdr is one of his biggest contributors to dps. Time will tell.