Some math for the Mordekaiser changes
What i've done first is lay out a probable build, and some general ideas for you to toss around as if Mordekaiser had never existed in any other state before. This is to allow people to see how much power he has now, as opposed to how much he was throwing around before.
The build (items)
Will of the Ancients: +80 AP, 10% CDR, +20 Spell Vamp Liandri's Torment:+15 Magic Penetration, +50 AP, +300 HP, Burn passive Rylai's Crystal Scepter: +100 AP, +400 HP, Slow (15/35%) Sorcerer's Shoes: +15 Magic Penetration, +45 MS +2 Items of Choice (Void Staff, Randuin's Omen, Spirit Visage, etc.)
Additional Stats: +230 AP, +700 HP, +30 Mpen, +10% CDR, +45 MS Total Stats(@18 w/ items): 2715 HP, 230 AP, 30 Mpen, 10% CDR, +45 MS
So just to toss some numbers out for easy reference:
*4% (hitting any target with an unisolated Q or an E) is +108.6 shield
*8% (isolated Q) is +217.2 shield
*1% (hitting 1 target with W) is 27.15 shield per second
*2% (hitting 1 target with 2 W's, or an R ghost is out) is 54.3 shield a second
*Maximum shield is 630.
*Generation on a minion is reduced by 30% (.3)
Some before/after examples:
Pre/Post Q on an Isolated Champion (shield generated): 481 Damage (168)/ 379 Damage (217.2 shield)
Note: The amount of damage (and shield) pre 5.4 would actually be lower because it is reduced by the enemies magic resistance
So just looking at an isolated Q, it looks like the rework is working as intended. More reliable shield, and less damage overall just as planned. However, there is a catch.
On multiple targets (that aren't champions) you lose significantly more shield.
On a 1 champion 3 minion E (a typical harass pattern)
Pre/ Post E damage on 1 champion and 3 minions: 1552 Damage (543 shield)/ 1460 damage (206.34 shield)
Note: In this case, minions have no resistances to this build (~30 mpen), so while the shield would be mitigated to some degree (on one target), getting an E on 3 targets is 1164 damage (or 407 shield). Just to expand that point, the shield generated from E'ing just 3 minions before the changes is almost TWICE the total shield generated by hitting 3 minions and a champion after the changes.
At lower levels these issues become even worse. You basically HAVE to take E at level 1, since the other methods of generating shield and pushing the wave are more unreliable and unsafe (that being said, if you were a god you could get 864 damage out of a 6 second 6 minion W).
At level 1 you have a base health of 555. 4% of your base health (hitting a champion) is 22. Hitting a minion will give you ~6.66 shield per minion hit, so in an ideal world you could get 41.98 shield for a standard harass combo after the changes. Before the changes you would gain 98 shield.
I could belabor the point more, but I think the evidence speaks for itself. The only way these changes will come out ahead is if you remove any kind of priority to building damage, and go straight tank (building health+resistance items) but i'm not really sure that's a viable option. As pointed out many times in the past, the part of Mordekaiser that makes him strong is his combination of damage and tankiness. If you have no damage, but are much more tanky, why would anyone feel the need to kill you?
My conclusion: I'm hard pressed to see any way that these changes make him tankier (in terms of having more shield) except that it no longer decays, and it is not longer effected by your opponent's resistances. It may open more viable build paths for him, but probably only ones that are less engaging than currently.
If for some reason you got to 4,000 health (+~2100 health from base stats) a 4 champion E or Q is worth your full shield, and an isolated Q is worth half of your shield. Your W is generating 40 shield a second per target you are near, with a max of 10 targets (5 each) for 400 shield a second. A more likely scenario is 2 targets with 2 shields, so 160 shield a second. Is this tankier? Yes, but you're probably generating TOO much shield at that point. At base health (~2000 hp) you're still getting half of your shield out of your E/Q if it hits 4 champions, and 80 shield a second for hitting 2 targets with your W (or you and your shield buddy are hitting 1 target each).
This also relies on you hitting only champions, otherwise you will ALWAYS generate less than pre-5.4.
I'm an avid Mordekaiser player who goes by Zealokaiser on LAN, and i'm not really seeing the benefit to these changes. At the end of the day though, I probably stand against the crowd when I say that the change I hate most is the W change. Mordekaiser was the only champion in the game with no form of CC, move speed, or dash. In return for this lack of mobility, he was given a lot of damage and tankiness, which could be utilized a number of ways (the least interesting of which was DFG-style press R delete enemy) but also as an AP Bruiser (such as WOTA, Zhonya, Voidstaff, plus defensive items) that was also incredibly fun and gave opponents plenty of time to react as well.
As unlikely as it sounds i'm looking forward to any rebuttals. I'm really hoping to find a way to see these changes as a buff that isn't "if you divebuddy with a friend you gain 60 ms (reduced by the MS cap)".
