Response to Mordekaiser's changes. (a different suggested rework)

The Ecdysiast·2/14/2015, 7:57:56 AM·1 votes·374 views

I don't want to see Mordekaiser Mordekaiser, who already has no way of keeping the opponent near him or catching up to them, lose the only thing he actually does have: damage.

That being said, I also think that the big guy of armor needs to:

  1. Be bigger. Sion makes him look teeny tiny.
  2. Be less of a burst-mage and more of, you know, a big suit of armor filled mostly with pain.
  3. Be chosen more.

Here are my suggestions for a slight rework:

Passive: He should feed off of pain and suffering, not hurt himself in exchange for a shield. Do away with the shield mechanic. Gain a little bit of AD and AP when he attacks an enemy-- sorta like Grave's passive. ('cause suffering makes him wanna smack stuff with a mace even more) Or MR and Armor ('cause it makes him... reinforce his metal with the strength of others' suffering?)

Q: Let it hit towers. It's not like Rengar's, where it can be used three times in a row, and it's not like Nasus's which stacks infinitely, so it would be okay on towers. Other than that, it's a pretty solid proc.

W: Instead of just a cloud of metal circling him or an ally for a sunfire-like damage, it'll be a literal addition to his armor plating. Self-cast gives the appearance of more spiked armor, with the addition of the defensive stats (minus the sunfire ability) and a tiny speed boost (maybe 10-30 extra movespeed, because [totally-not-made-up-physics] more spikes=more aerodynamic), ally cast gives the visual of a ghostly, spiked suit of metal armor for the same effects. Enemy cast will deal small damage (because reversible armor, so spikes go on the inside) and apply a short root (because why would he oil the joints for the enemy?) The metal is part of him, and as such he can allow it to fly freely onto an ally or lock its joints in on an enemy to root them in place.

E: First of all, change the visual. Maces coming from the ground SOUNDS cool, but it looks a little... season 2-ish. (I'm thinking we make it a chain-mace, and he extends it and sweeps in a cone instead of um... summoning[?] maces from the mace underworld to do his macey bidding) And since I want to add to his CC, allow it to knock anyone hit very slightly (.25-.75s worth of movement) in the direction of the sweep. (because if you're hit in the shins with a spiked mace, pretty sure you'll trip a little bit)

R: Give Yorick your ultimate, you're not supposed to be a necromancer. But to keep with his pet-having, let's give him... drumroll please A walking, fighting, suit of armor buddy. (Or you know, another vessel in which to channel his dark energy, if the word "buddy" is too soft for you metal-lovers). Bringing his total number of extra suits to 2 (this and his W) with matching designs. Make it smaller than him (so he can't just click-block[is that a phrase?] with it), give it a portion of his stats, and let him use his W on it. This will eliminate the problem of "Oh, Mordekaiser killed me so now it's a 4v6." And instead just make it "Oh, Mordekaiser has his ultimate, better be a little careful." It'll show up and disperse in a small explosion of metal, so that it still does some initial and end damage. He can still use his W on it so that he has to make the choice between shielding it, an ally, or locking an enemy, given the situation. It will also share Mordekaiser's passive, giving it more use in combat.

Here are my thoughts. Feel free to comment.

TL;DR: Maces should hurt towers. Aerodynamic W. Hit people in the shins. Make fighting him a 5v5 with a pet instead of a 4v6 against your own ADC.

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