Could we please Tinker with Morde's ult a bit?
Hello everyone, I feel I'm most likely going to be crucified for presenting this sort of idea, but I believe Morde's ult should get a pretty significant change. I may be alone in this reasoning, but I'd at least like to try to make my case for WHY this would be the healthiest change for Morde's kit.
1.) The Ghost AI is awful - Due to some coding issues, as well as the limited micro controls within league to begin with, Morde's ghost do literally nothing 90% of the time. Despite quite a few AI changes a little while back, Morde's ghosts still feel clunky, and lead to some pretty bad situations as they get kited just as easily as Morde himself, as well as them spawning where the original champion died. While a novel idea, this leads to some pretty useless ghosts if you ult a melee champion, which becomes less and less of a choice as the game continues and Morde's awful late game kicks in.
2.) Ghosts have very little (realistic) late-game application- It's pretty novel to say "Morde has a terrific late-game because you can ghost the enemy adc!", however actually KILLING the enemy adc during the late game phase is damn near impossible if you don't catch them off guard or out of position. Having an ultimate that relies on an enemy making a mistake is great if you were an assassin with some sort of way to instantly capitalize on said mistake, however Morde is in no way an assassin. In the grand scheme of things, Morde is more or less the anti-assassin, and he rightly should be. I tend to disagree with the line of thinking that giving Morde mobility or CC would violate his identity, but I'm already suggesting changing his ult, and I'd rather you all not laugh at me any more than you already are.
3.) Percent-based health damage is pathetic versus targets that would make desirable ghosts- Having a massive percent-damage tool-tip is awe-inspiring, and leads to wonderful E-peens when you hit 60-70% max health damage. The massive issue with this is that even if we go ahead and calculate for 70% max hp, on half of said damage is done up front. This is of course balanced. A 70% health nuke is ridiculous, and that sort of thing really shouldn't be allowed without some kind of gating such as Tahm's W, however due to the nature of the spell itself, 35% of a targets max hp is fairly respectable, except when you take into account you would need a rank 3 ultimate with 900 AP to reach that number. Again, not a bad thing, except for the realistic application of the ult itself. Typically we Mordekaisers want to ult the enemy ADC, because the regardless of the enemy APC's additional AP scaling, it doesn't help us live longer since our cooldowns aren't quite good enough to help us live out the rest of the team fight if we're being focused by more than 1 person. Tanks are suboptimal because they're not any use IN the teamfight. They are arguably the most useful out of the team fight as they're essentially a free super minion to tank a tower down while you murder it. But back on topic, percent damage on an adc's health pool is just... pathetic. Especially when you consider the DoT effect is over 10 seconds. Even with 900 AP on Morde, the average ADC has around 1600 health. You deal 560 initial damage, and 56 damage per second as the DoT portion, all calculated before resistances mind you. During these 10 seconds the adc is absolutely free to lifesteal away and completely ignore your ult, which basically denies your ult. Now we're obviously ignoring the fact Morde has 3 other spells to try and kill the ADC with, but assuming the adc hasn't decided that he or she is Doublelift and is going to 1v5 the enemy team, odds are you're not going to get anywhere near the enemy's adc without dying due to his auto empower Q, his pointblank AoE W, and The-Only-Spell-You-Want-To-Use-To-Fight-People-With E.
Hopefully this hasn't come across as too much of a rambling mess and I'm making at least some form of sense so far. Now I'd like to move on to a few divergent paths that I think would be a lot more helpful for Mordekaiser as a whole.
To start with, I really do love Mordekaiser as a champion. Despite his easy gankability, he's a target that you HAVE to gank if you want the enemy lane to be able to do much of anything. He's almost always going to dominate his lane opponent without some sort of interference. Disregarding all of that however, I feel while a lot of people focus on how poor his early game is, it's really his late-game that leaves a bad taste in my mouth. Assuming you have that golden lane where you've just annihilated the enemy laner so badly he has 60 CS by the 16 minute mark, and you're 6 and 0, you eventually hit that point in the late-game where you look around and sort of shrug and go,"Well what the hell do I do now?" You're too squishy to be a frontliner, and your sustain and tankiness stems from damage. You can reliably half-shot people in the mid-game, but the longer the game goes the less and less of an impact you feel you can have on the game, which is by far the most frustrating thing possible in a game you've done well in! All of this sort of ties into my initial thoughts on a bit of a change for Morde's ult. I realize a lot of people like the ghost that morde gets, and that it's his signature ability. Personally, I feel it's a bit over-rated for the reasons I've listed, but I'm aware it's likely to not go away as I'm obviously of the minority of opinions. My proposal is this then: make Morde's ghost an uncontrollable, untargetable shadow ally instead of the micromanaging mess that it is currently. The number one issue with the ghosts are that they simply can't quite keep their little AI brains in line with what the player wants them to do. I think that if the ghosts acted like Elise's spiderlings, where they were focused morde's current target, and had a bit more mobility, than the amount of power that is emphasized in his ult would be a lot more justified. Additionally, I think letting morde have his ghosts perform special abilities or attacks when he uses his own abilities wouldn't be too much to ask for, and would help bridge the disparity gap of having only one desirable Ghost-target. (I do not mean letting him use the enemy champions abilities, I can feel the pitchforks now.) I think this subset of abilities would be best illustrated by what the ghost's highest statistic is. For instance, if the character's highest statistic were Armor, when morde hit something with his q, then his ghost would dash to his target as well. In all reality I also think it could be simpler as well. If the character is ranged and their highest stat is AP, then let his E have a slightly higher AP ratio during the ghost's lifespan. Each ghost/combo could have just one specific buff, with ranged ad priority targets receiving no buff except for the fact you have the damn enemy adc. Even if you disregard the rest, I think there should be at least some incentive to ghost other targets, without having your entire role in teamfights removed because the adc used their escape and is lifestealing off of wolves. Another thing I feel is quite appropriate for Morde's ult is adding in a Viktor-style, "Your ultimate moves faster when moving towards you." I cannot express the frustration of having someone die at the max tether range, and losing a fight you could have won otherwise, just because your damn ghost is slower than a withered Nautilus.
In closing I just want to thank anyone who cared to read all of this. I really love morde as a champion and I hope you don't gut power out of him just from some of the niche applications his ult has in the best case scenario. Going forward, I hope I may have helped bring up a point that might have helped even in a small way, and I wish you all the best!