@Meddler Some ideas to give Morde buffs for the nerfs he received in 5.4 just like with Veigar
The main focus of these changes is to make Morde more well rounded and better as this disruptive Metalmancer Bruiser Mage guy rather than just Bursting people down.
1. Change his Shield from 90+30*Level into 15/20/25% of Maximum Health (levels 1/7/13) Less shield with no bonus health and far more than on live when he builds Health.
For reference Morde starts with 555 health and ends with 1915 health His shield value is 90(+30*Level) on live
Shield value at level 1 would be roughly 84 with 0 Bonus Health compared to 120 on live Shield value at level 1 would be roughly 98 with 100 Bonus Health compared to 120 on live Shield value at level 18 would be roughly 479 with 0 Bonus Health compared to 630 on live Shield value at level 18 would be roughly 750 with 1085 Bonus Health compared to 630 on live
1085 Bonus Health would give Morde 3000 Max HP
2. Keep his Health Regeneration low like they did in 5.4 but have his health costs subtract from his Shield before his Health bar
This is mainly to make him not forced to buy Spellvamp and allow him more room to buy other types of items
3. Have his Armor and MR bonus from his W scale with his Bonus Armor and MR so it incentivizes and rewards Tankier builds + gives him utility
He doesn't have CC and has no real gapcloser or a high amount of unconditional mobility, so this gives him added tankiness and utility
4. Longer duration on his W and have the damage stack if you are next to both clusters (its weird that they focused on not letting this happen in the notes)
I don't even know why they did this in the first place. Morde should be rewarded for having both targets next to an enemy not punished for it. Especially when they lowered W's damage.
**5. MS bonus on the W scales directly with his AP **
Allows the Magnetism to increase in power the more AP he has essentially. Because thematics.
6. Retool his R to be more focused on using it on Tankier people rather than bursting squishies with it (possibly making it a mark that amps damage Morde deals to the target based on their Maximum Health and heals him for a percentage of damage dealt while also inflicting grievous wounds)
Just marking a target and basically healing from them for 10 seconds is not that gameplay intensive nor is it interesting
Its clear from the patchnotes that they wanted Morde to focus on the tankier enemies, basically peeling by killing, much like Trundle's Ultimate which functions in almost the same way. By giving the Ghosts more bonuses based on how tanky the target was, and essentially rewarding Morde more and more for taking a Tanky person instead of a squishy, it gives his Ultimate a clear purpose.
He would also only be healed if he hits you with damage, instead of just being able to sit there and have it heal no matter what.