My Problems with the recent Mordekaiser update

stuartk11·8/11/2015, 9:57:03 AM·2 votes·841 views

So, I've spent a while actually thinking over what I think of the recent change to our Master of Metal. I've had a couple chances to play him in the PBE, and have watched others doing the same aswell. Even though this is all my own opinion, it has been articulated from experience with the new Mordekaiser, and watching how others fair with him.

Stats Changes:

Some of these seem very wonky. The movement speed nerf stands out among all of them as being very odd. I though Mordekaiser had trouble being slow already. The HP regen is finally being increased (to 4 HP per 5 seconds), which has been a long time coming after it was previously nerfed in his last update. They've also been messing around with making his base stats worse, and increasing his stat scaling. So I think it's evident that Mordekaiser is intended to be a carry later into the game, and not to be a lane bully.

Q:

Cool idea here, actually. My only problem with this ability, is how a lot of his power is tied to it, requiring him to resolve 3 successive auto-attacks on an enemy champion. Easier said than done, especially since Mordekaiser really doesn't have sticking power. This is probably the ability that a lot of players find to be the most broken of all his abilities, but it actually seems rather lackluster. People have been crying out, asking for this ability to be nerfed otherwise Mordekaiser would be OP. This power is mostly about the AD scaling than the base damage.

The damage is deals scales with a base damage of 4-20 and with 2 scaling ratios (AD:0.25-0.3). Each attack will deal between 2-3 times the damage of the last attack (depending on the rank of the skill). This makes the damage of the final attack scale anywhere between 16(+1.0 AD) to 180(+2.7 AD). The damage at rank 5 with the third hit is quite high, but challenging to pull off. As said before, the main damage source here would be the 2.7 AD ratio. Any type of CC, or an opponent that is able to dash away, would prevent you from being able to build up your Qs damage. It is dependent upon your opponent remaining affected by hard CC for the full duration.

W:

This is the ability that I am the_ last _annoyed by. A lot of Mordekaiser players talked about safe farming with it being important, but it was never intended to be used as a farming tool. The drop of bonus resistances is quite hard, though. Especially considering that Mordekaiser has overall become lass tanky, not more (with the drop to base HP, the nerf to his shield and the lack of resistances here). It does add sustain to his kit though, which means he is no longer the only champion to use HP for casting spells without any sustain. The extra XP and the magnet movement-speed boost thing mostly feel tacked on, and very narrow though.

E:

Kind of a toss up here. This ability was rather annoying to deal with against a Mordekaiser player. It provided little opportunity for the opponent to dodge the damage. The damage has been nerfed from between 35-95 damage based on its rank, but now has an AD ratio of 0.6 AD. It also generates 15% of your max shield for each champion it hits, and has seen a drop in cooldown to between 6 and 5 seconds (depending on rank of the ability). Kind of a nerf, but it was something that had to be done.

Passive:

Ouch. Talk about harsh nerfs, this one is a lot more brutal than it appears. Firstly, they finally made it so that the shield scales with an actual stat (25% of max HP). It also no longer decays below 25% of the shield,, so it functions kind of like a Malphite passive with this. Pretty cool.

Now the part that hurts. The shield decay has been upped significantly. It used to decay 3% of your shield every second, and now decays equal to 2% of your HP. This is the hidden nerf, as it turns out to be a lot faster than it sounds. The shield generation has also been reduced down from 35% of damage dealt to 25% of damage dealt. This really does make Mordekaiser less tanky, which seems very odd for an update dubbed as the "Juggernaut update".

R:

Not really bothered about this either way. The dragon actually allows you to siege towers, which is quite big. Seems that they really want bot lane Mordekaiser to be a thing, as this has always been something that ADCs do a hell of a lot better than melee range champions. A little gimmicky and awkward to control at times, but still a needed change.

Conclusion:

The main strengths that Mordekaiser had before this update have been shockingly removed. His waveclear toke quite a hit (understandable for trying to make him an ADC type champion) and his burst damage was immensely nerfed. In addition to emphasizing how slow he is with the movement speed nerf, and the nerf to his overall tankiness, he had a lot to work around. Bring in his complete lack of any CC or notable mobility, with his main damage source relying on him sticking to his target, he really struggles to do much of anything.

Out of my play with him in the PBE (and what I've seen on some streams aswell. They both seem to draw the same conclusions), the new Mordekaiser has trouble getting much chance to actually attack in any fight. Any type of slow, or if the battle occurs anywhere that isn't in Mordekaiser's melee range, can keep him from making any more than a single attack, and his damage without all 3 attacks with his Q has been greatly reduced. He no longer has the tankiness to actually front-line anymore either, and just leaves him feeling awkward and outmatched in most games. It would still be easier to pick any other ADC (even ADC Soraka) and auto-attack and kite. ADCs still have the advantage of being able to kite, and deal massive amounts of consistent damage throughout a fight, staying as far back as possible and attacking what ever is in their range. They are able to deal such high damage because they are able to crit opponents with multiple auto-attacks. Shorter range champions have trouble doing this (such as with Urgot), and thus are seen as less popular.

8 Comments

SoberToaster8/11/2015, 10:06:53 AM2 votes

yea thanks for ruining my favorite champion riot. (although they already ruined mord like a year or two ago, forgot exactly.

rtbf2150114888/11/2015, 12:36:36 PM2 votes

You know the W is now useless because you can't cast it on yourself or and a minion wave anymore, only in a duo lane you can use it on your ally. I think he is fine after the rework, Q damage is insane, E is kinda meh but ok, R is almost the same but his W is now shit.

The Fast8/11/2015, 4:57:32 PM1 votes

On the stat changes, the movspeed nerfs look really harsh, but, as someone who has also played new morde (bot lane), I feel like the MS nerfs are very justified. Mordekaiser's itemization options have increased by an inordinate amount. If morde had his old MS, and built Trinity Force and Rylai's, which seems like a very good build from my experience, his sticking potential would actually be insane.

The Passive decay rate has a very important distinction. The decay rate isn't 2% of your HP, its 2% of your BASE HP. This means that the more HP you build, the slower your shield decays, since the shield scales with total HP.

I believe E is the new one-point wonder in Morde's kit, because it now provides ample shield generation regardless of damage, and goes up in damage even when you don't rank it up because of it's Total AD ratio.

On his Q, I'm a bit confused on your wording, but I want to make it clear that Morde doesnt need to hit all 3 Qs on 1 enemy. He can charge it up on any enemy unit, including towers. So you have the option of hitting a minion twice and engaging with an ult slow or flash Qing.

His W, I agree with. Although, new Morde's W is actually very good as a waveclear spell early, and if you max it, which I have seen done.

I REALLY think it's too early to tell. All of Morde's abilities have new drawbacks and new strengths, but the important thing I notice is that people still see morde as a burst mage, but I dont think thats what he is supposed to be anymore.