Draining power from duo Morde and shifting it into SoloKaiser

Malicious Metal··65 votes·3,143 views

Welp, we all know just how overbearing duo lane Mordekaiser is, holding his 100% pick/ban rate at worlds with a whopping 100% win rate to boot. He is too strong bot, yes, but his solo laning isn't exactly the greatest, sitting at a 46% win rate in top lane.

Number tweaks shouldn't be used to trim some of the excess power but instead the use of power shifts since his kit per se isn't the overpowered bit, it's the strategy of his W passive and dragon clone: Gain levels faster, acquire a lead, dive the enemy bot, get drake and roflstomp the opposition. Not exactly healthy but that's not the point of this thread.

So, how about we address the overbearing aspects (W passive, etc) and siphon its power only to rearrange it in his kit. Make Mordekaiser a real champion and not a gimp.

So, without further ado I'd like to propose some changes with the intention of getting a bit of feedback from you guys how you feel about them.

Iron Man Yes, Morde's iconic ability took a hit and it's only a shadow of its former glory. It used to help him escape ganks due to the shield gain, it helped him trade and it was a compensation for his abysmal base stats. Now, it had problems, namely being really damn oppressive in lane due to his E spams and the constant shield gain blocking any form of retaliation. His E was nerfed in damage, making it not as efficient at filling his shield when used against minions and the loss of damage made his poke pattern way less obnoxious.

My proposed changes are reverting the nerf to the shield rate from 25% up to 30-35% BUT cap it against minions at about 10 % (For reference; his current shield gain versus minions is 12.5% of the damage dealt) This would make him build up shield faster when actually fighting champions but weaken his unhealthy bully play style further to justify its increase in champion conversion rate.

Harvester of Sorrow Let us have the AoE damage PLS

Seriously though, the restriction only serves to inhibit Solo Morde to be viable. It is nonsensical and isn't justified by any means.

But hell, it wouldn't be a Malicious Metal thread if I didn't try to get more out of it than the simple AoE How about making Morde able to cast it on ANY ally units, especially minions. It would help him farm from a distance if getting trashed in lane, giving him a fallback strategy. It would help him gain shield from a distance (maybe even the heal?) if used on a melee creep, something we old Morde players used to do with each minion wave, trying to constantly keep up our shield in order to not get completely rest by the enemy laner if we're behind.

The current problem with solo Morde is that he can't play defensively at all if behind, which hurts a lot seeing that he doesn't have a babysitter... arm...support to help him out. This change wouldn't affect duo more as much but help the SoloKaisers out there tremendously. Something worth considering.

RiotRepertoir already apologized for it lacking in the visual department but the artist wouldn't revisit it and add some more "UMF" to it. There's an easy fix for it though; Just double the effects! Yes, after some Morde OFA games I learnt that the W particles can overlap and actually look decent. An easy fix for making it feel powerful again.

Normalize his health costs His q, undoubtedly his strongest basic ability has a minuscule health cost when compared to his siphon and harvester. Maybe we could shift some of the health costs away from his E since it costs a whole 72 health while his Q costs only 36. Some adjustments would help him manage his resource better since his e's still his bread and butter farm tool. Nothing too important though, just wanted to point it out.

These would all be tweaks worth considering if Riot finally decides to nerf his gimpy W passive and Dragon clone and make Morde feel like a real champion again and not a gimmick. Just my thoughts on power shifts though, and I'm not a balance expert so some input would be nice.

~M.M

http://orig13.deviantart.net/50af/f/2015/292/b/f/hue_by_roughnut-d9dn5jq.jpg

37 Comments

Goodnight Nunu14 votes

Actual reasonable suggestions instead of whiny "revert the rework riot pls"? Is this really the G&B board?

Mordepool1 votes

[{quoted}](name=Hentaî Senpaî,realm=EUW,application-id=3ErqAdtq,discussion-id=e1R935cE,comment-id=0000,timestamp=2015-10-19T12:21:57.215+0000)

Actual reasonable suggestions instead of whiny "revert the rework riot pls"? Is this really the G&B board?

Even some of the revert threads had decent ideas for change. But you would have had to be in everyone to know that.

ChaosThief11 votes

Meet Malicious Metal, attempting to get morde back on the right path since the rework began.

Vhalthoria1 votes

[{quoted}](name=Hentaî Senpaî,realm=EUW,application-id=3ErqAdtq,discussion-id=e1R935cE,comment-id=0000,timestamp=2015-10-19T12:21:57.215+0000)

Actual reasonable suggestions instead of whiny "revert the rework riot pls"? Is this really the G&B board?

The problem is that suggestion aren't scarce at all and instead the hundreds of suggestion threads are just being ignored. I just gave up giving suggestions because, let's face it, there's no point in it. We suggested stuff even before the rework went live, the person in charge of the rework simply ignored them because he simply knew best about the changes just to later acknowledge he wasn't as right as he was. Without mentioning completely ignoring the playerbase regarding the changes. That was when the shit hit the fan.

To this day I just quit Morde because honestly, I just lost faith on the design and balance teams, this Morde is nowhere as fun as the old one and it's causing x5 as much trouble. I simply let Morde go, and with it my motivation to keep playing this game.

Congrats to the lead designer as he managed to make Morde popular indeed, sadly even a 5 year old kid can do the same. You just have to make the champion as broken as possible in order to make any baddie to pick him in order to ride the Freelo Express.

Lord Boltrix10 votes

Malicious, my man. I'm glad to see you're still in there, but I'd like to point out something.

The proposal to the W? To put it on any unit, combined with Mordekaiser's E remaining the way it does?

That is the reason that they moved Morde to the bot lane. Because letting him build shield safely in any capacity is not what Riot wants.

I think I understand Riot's logic, see: they want Iron Man to be this thing that lets Mordekaiser survive situations no other champion could, that thing we all love about him. The problem is, just because you don't duel your opponent doesn't means that Iron Man stops working, so you can push and basically ignore poke entirely if you don't try to initiate a fight with Mordekaiser.

That right there is the problem: Morde can ignore poke. And he is a melee champ who can effectively poke as well with a tool - his E - that at the same time helps build that resource that allows him to not get poked as well. You see the self-destructive cycle here? He can poke you, but poking back isn't very effective against him, so if he doesn't make a risky engagement, he will beat you through attrition no matter what you do, if you can't kill him.

So basically, because nobody knows how to balance gaining Iron Man shield to make trading with him fair in any capacity, Mordekaiser can't be allowed to build shield safely or else he becomes immune to virtually anything that isn't an all-engage.

The only way I could see them making trading against Mordekaiser fair was if his health costs had actual meaning, so he couldn't sit in lane and win by effortless attrition via spamming his abilities, and building early spellvamp only helped to mitigate the health costs.

Malicious Metal7 votes

Well, they can't make his health costs significant without a full scale rework, which would actually be awesome. But you're right, it might be a bit overkill but my main reasoning was the MS we could get from the harvester active.

Hmm... Maybe we could nerf Harvester's active MS to about 50ish and give Morde some more base MS back. Safer laning is the buzzword here since he has no ways to effectively escape ganks.

Constructive criticism is very appreciated Boltrix, thanks for pointing it out :)

Lord Boltrix3 votes

I was thinking it over, and why not have it so that spellvamp no longer heals Mordekaiser, but instead gives him shield equal to the value of the effective spellvamp?

I think I've outlined what Mordekaiser needs to be more healthy if we want to see him solo more.

  • His E can't harshly punish anyone who tries to approach the minion wave to farm, yes: Mordekaiser should be able to hit the minions and the enemy laner at the same time if he lines it up properly, but it shouldn't damage them so harshly without giving up something, like either the E's range or the amount of shield it grants overall. E right now gives too much to Mordekaiser.

  • For the reason of the issues of letting attrition-style Mordekaiser play out, there has to be a way to let Mordekaiser get the damage from his W's AoE by himself without letting Mordekaiser be able to easily heal at the same time.

  • His Q needs to either be nerfed flat-out, counter-play granted to it, or the damage has to be more spread out somehow.

  • His dragon ghost's power needs to be reduced, because it does offer too much reliable power to Mordekaiser's team, since Mordekaiser's opponents can build QSS, but the dragon can't.

  • His health costs should matter more meaningfully.

JedenVojak2 votes

[{quoted}](name=Lord Boltrix,realm=NA,application-id=3ErqAdtq,discussion-id=e1R935cE,comment-id=000200000000,timestamp=2015-10-19T13:49:04.857+0000)

I was thinking it over, and why not have it so that spellvamp no longer heals Mordekaiser, but instead gives him shield equal to the value of the effective spellvamp?

Spellvamp is an inefficient and overcosted resource on Mordekaiser (arguably on most champions) - all of his abilities are AOE.

There is no reason to specifically change him to disallow something which is already a suboptimal choice.

I think I've outlined what Mordekaiser needs to be more healthy if we want to see him solo more.

Mordekaiser was fine before: he had and has no CC, no mobility, limited utility, and while being technically manaless he is not resourceless. To make up for that he needed to be very strong - he was able to do this before by prioritizing damage instead of defenses, since he had a sustainable defense in the form of a strong shield and a respectable range of threat across his abilities which all had an AOE component save the ult, and the lack of long windows of opportunity due to the lack of CC or mobility were somewhat compesated by the fact that he was bursty and could make good use of those limited time frames.

With the current rework, his range of threat is considerably more constrained while his shield efficacy was also significantly reduced. None of his existing problems were solved, and it's arguable that he has even fewer windows of opportunity than he did before, but where as before he could burst in those windows his current damage mechanic is so slow that he cannot realistically execute it within that timeframe. Mordekaiser is largely defunct as a champion at this time.

  • His E can't harshly punish anyone who tries to approach the minion wave to farm, yes: Mordekaiser should be able to hit the minions and the enemy laner at the same time if he lines it up properly, but it shouldn't damage them so harshly without giving up something, like either the E's range or the amount of shield it grants overall. E right now gives too much to Mordekaiser.

I would say it doesn't give enough as it doesn't do anywhere near enough damage, and his base shield generation is too weak. If they were to revert the change to his e for %shield regen on champion hit, and restore his passive regen and damage, it would be about right.

  • For the reason of the issues of letting attrition-style Mordekaiser play out, there has to be a way to let Mordekaiser get the damage from his W's AoE by himself without letting Mordekaisder be able to easily heal at the same time.

The heal was something they added in the rework, he did not have this option before. I imagine removing it would solve the problem.

  • His Q needs to either be nerfed flat-out, counter-play granted to it, or the damage has to be more spread out somehow.

His Q is one of the most heavy counterplay abilities in the game - it is very highly telegraphed, very slow, and it has only a 3 second targeting window after which it is rendered ineffective.

I think if it did half the damage of the 3rd hit, but only as 1 hit it would be significantly more useful overall.

  • His dragon ghost's power needs to be reduced, because it does offer too much reliable power to Mordekaiser's team, since Mordekaiser's opponents can build QSS, but the dragon can't.

This is also a tacked on power with the rework which adds nothing meaningful to his overall gameplay. I would see no problems with removing it entirely.

  • His health costs should matter more meaningfully.

His health costs serve as a significant enough gate early game that they are a meaningful drawback - if he were not able to heal with his W, it would probably be a wash. They are not a necessary constraint in the later game.

The Yetii Rider1 votes

[{quoted}](name=Malicious Metal,realm=EUW,application-id=3ErqAdtq,discussion-id=e1R935cE,comment-id=00020000,timestamp=2015-10-19T13:16:19.589+0000)

Well, they can't make his health costs significant without a full scale rework, which would actually be awesome. But you're right, it might be a bit overkill but my main reasoning was the MS we could get from the harvester active.

Hmm... Maybe we could nerf Harvester's active MS to about 50ish and give Morde some more base MS back. Safer laning is the buzzword here since he has no ways to effectively escape ganks.

Constructive criticism is very appreciated Boltrix, thanks for pointing it out :)

Riot doesn't want him (or any solo laner) to escape ganks. Because if ganking becomes inefficient (i.e.: you can't reliably get a kill every other gank on average) then farming or control jungling will become the best strategy and no one will watch LCS.

Riot has been nerfing control jungling and buffing ganking jungling for three years straight. You're better off talking to a brick wall than asking for safety from ganks.

TacoTheKitten1 votes

Almost every champion has some form of safety. Ahri q ms boost, Yasuo e (if you've positioned right), vayne q, riven q and e T-T, gnar's e, flora's q dash, katarina ward hop with e, jax ward hop with q, the list goes on. There are also several champions that just have security from ganks through defenses and slows/stuns, such as malphite, veigar, and HEIMERDINGER T-T. Almost all champions have some sort of safety/escape mechanism.

The Yetii Rider1 votes

{quoted}

Almost every champion has some form of safety. Ahri q ms boost, Yasuo e (if you've positioned right), vayne q, riven q and e T-T, gnar's e, flora's q dash, katarina ward hop with e, jax ward hop with q, the list goes on. There are also several champions that just have security from ganks through defenses and slows/stuns, such as malphite, veigar, and HEIMERDINGER T-T. Almost all champions have some sort of safety/escape mechanism.

Sona, Soraka, Darius, Gangplank, Mordekaiser, Maokai, Blitzcrank, Akali, Master Yi, Amumu, Poppy, and Warwick. That's 13, which is 10% of the total champion pool.

Tuglosch1 votes

Sona - Ult, e Soraka - a well placed e Gankplank - the heal which removes cc (forgot its name) Blitzcrank - the w speedbuff to run for the tower Yi - Alpha-strike to dodge hard cc and ult for faster running Amumu - well placed ult damages both enemies and let's him escape in time Poppy - Ult, which basically turns it into a 1v1

and from those champs Maokai, Master Yi, Amumu and Warwick are mainly junglers and thus no targes for a gank (no i don't count counterjugnling for ganks)

The Yetii Rider1 votes

{quoted}

Sona - Ult, e Soraka - a well placed e Gankplank - the heal which removes cc (forgot its name) Blitzcrank - the w speedbuff to run for the tower Yi - Alpha-strike to dodge hard cc and ult for faster running Amumu - well placed ult damages both enemies and let's him escape in time Poppy - Ult, which basically turns it into a 1v1

and from those champs Maokai, Master Yi, Amumu and Warwick are mainly junglers and thus no targes for a gank (no i don't count counterjugnling for ganks)

If you burn your ult its a successful gank for the enemy anyway, you'll either get tower dove or have to play completely passive for the next minute and a half. Sona's E doesn't help her escape ganks, she levels it last and her MS is the lowest tier, an extra 5 MS on top won't save her.

Soraka's E won't help her get away. Again, slowest MS and a ganking jungler will not get snared by it.

Gangplank can heal and remove CC (but it's on a 24 second CD so it's easy to bait it out before a gank). That won't keep him from getting killed in a gank, removing a single CC doesn't help when the enemy can press a button and steal your MS after.

The champions you said are mostly junglers are FORCED to jungle specifically BECAUSE they can't escape ganks. That's a point for my argument, not yours. Your original point was that champions can escape ganks. My point is no, these champs can't and you respond "they don't lane anyway", which is the players' response to those champions being unable to escape ganks.

Bad Player1 votes

Sona's E also gives her a slow on one of the people, letting her run away.

Soraka Q also has a slow if she hits it right.

There's also the fact that Sona and Soraka are supports, meaning (1) once they get sightstone they should be able to continually ward, making their lane a lot safer, and (2) they'll usually be with their ADC, who will offer damage and possibly cc of their own.

GP barrels slow, as does his ult if post-6.

Depending on the situation, Amumu might be able to Q to an enemy minion or jungle creep to escape. If they catch up to him, Amumu can also use Q to stun them (he doesn't lose anything by being drawn to them b/c they've already caught up)

Maokai's has a knock-up and slow, his E is a slow, if they catch up to him his W is a snare (and it makes him invulnerable, which he can use to pop projectiles), and if it's post-6 his ult gives damage reduction which can let him walk away.

Tuglosch also forgot to mention Darius' heal and slow, and Akali's invisibility, MS buff, and 3 dashes.

The Yetii Rider1 votes

[{quoted}](name=Bad Player,realm=NA,application-id=3ErqAdtq,discussion-id=e1R935cE,comment-id=00020000000100000000000000000000,timestamp=2015-10-20T19:12:40.012+0000)

Sona's E also gives her a slow on one of the people, letting her run away.

If you stop and auto attack. Sona's auto animation is incredibly slow, the enemy support will murder her if she stops for that long.

Soraka Q also has a slow if she hits it right.

Soraka's Q can hit the enemy laners or the jungler, not both. At least not when the initial gank happens, which is when the jungler will use his mobility to jump onto her.

There's also the fact that Sona and Soraka are supports, meaning (1) once they get sightstone they should be able to continually ward, making their lane a lot safer, and (2) they'll usually be with their ADC, who will offer damage and possibly cc of their own.

That's not the point. The point is that not every champion can escape a gank, mechanically. Avoiding ganks or relying on other champions does not change that these champions, by themselves, cannot escape ganks.

GP barrels slow, as does his ult if post-6.

GP's barrels have a charge up time if you want to Q them (which, if you're running away, you do). And if you use your ultimate to escape a gank, you've lost not only a major cooldown, but loads of map pressure, which would be a win for the enemy jungler.

Depending on the situation, Amumu might be able to Q to an enemy minion or jungle creep to escape. If they catch up to him, Amumu can also use Q to stun them (he doesn't lose anything by being drawn to them b/c they've already caught up)

The stun will keep him alive slightly longer. It will not help him escape a gank. And unless the enemy minion wave is pushed to your tower, you can't use your Q to escape a gank (if the enemy minion wave is pushed to your tower, chances are the jungler was planning to dive you anyway).

Maokai's has a knock-up and slow, his E is a slow, if they catch up to him his W is a snare (and it makes him invulnerable, which he can use to pop projectiles), and if it's post-6 his ult gives damage reduction which can let him walk away.

You don't "walk away" from Lee Sin, Rek'sai, Elise, Nidalee, Zac or Warwick, that's the point I'm making.

Tuglosch also forgot to mention Darius' heal and slow, and Akali's invisibility, MS buff, and 3 dashes.

Darius's slow either pulls them towards you (not helpful) or it requires you to stand still long enough to auto attack (which can result in the other champion murdering you). His heal only works if he's low on health, doesn't help against a champion that can burst him from 100 to 0 like Nidalee or a champion that can displace him mid swing like Lee Sin or Zac.

ChaosThief1 votes

I think there may be a constructive solution to this.

We could allow mordekaiser to use W on minions, but it only has the reactivation effect for minions (much like the current morde.)

Maybe toss in the movement speed bonus as well, who knows.

Malicious Metal1 votes

That might just work out, seeing that he might get some net health back from the reactivation and maybe scoop in some cs from afar.

Chespin201310 votes

I love you M.M. for making these post for saving Morde. Good too know there are some people on the boards that give actually reasonable discussion instead of the whiny post I see cover the rest of the boards :)

Mordepool4 votes

It what the mains want. What riot wants Idk. And historically when faced with lots of public outcry about Mordekaiser they have been really heavy handed with nerfs so we shall see

Malicious Metal1 votes

Apparently they're already looking into nerfing his W. A few tweaks for Solo Morde would be like an early slowdown present seeing that these kind of changes won't really effect the problem child that's duo lane morde but help him out so much in a one on one lane.

t0ad52 votes

Best change they could do would be to revert to previous state.

Malicious Metal6 votes

Let's be realistic, that's not going to happen :P

BroLane2 votes

Tbh I'd rather have old Morde.

Slamurai Jack2 votes

Solo lane Morde is never going to be viable again. Riot made that pretty clear. It's bot lane or bust now.

Bad Player2 votes

Actually there was a red post where they explicitly said they wanted to retain it (even if it wasn't as strong as duokaiser)

Bad Player2 votes

PBE patch went out. W passive nerfs. No love for SoloKaiser. :(

Malicious Metal1 votes

Damn, not like giving him some solo lane prowess would break him or anything :/

MealReadytoEat1 votes

Morde's Q isn't his strongest ability until you have at least one item (for its scaling) and several points in it (for the ratio).

Morde's E is his strongest ability early game, and it has really stale game play - cast it to poke/farm, then run away till its off CD without allowing for attrition thanks to its shield.

I don't really want them to put any more power into his E. Its pretty lame that its the best skill to max right now. I'd much rather have them put power into LEVELING his W, while lowering the power it gives from that passive with just a single point.

I'd also like his Q to be more useful early game.

KMS Bismarck1 votes

Harvester of sorrow.

A heal who cost Hp lol

btw if riot could bring back a more metallic look to the W and to the Q sound, it would be good.

Now mordekaiser looks more like a glass mage whan metal :/

I think Q could be more fun whan juste 3 flashy aa. why not give it some aoe hydra effect?

not a 100% ratio of Q damage, through (hello i pentakill your team in 1 aa xd)

but still i think they shoul give some more damage zo the first 1 and take away a lot from the 3, i'm sorry I do played mord, but delete someone with one aa is juste bad.

Decrit1 votes

Honestly, if the impression that you had about Morde was about being a "mage" then not only they did screw up a lot, but they did even better to do this rework since emphatizes more his warrior being.

Also, why glass? Those are damn souls :P makes more sense since he is a soulstealer undead.

DragonShea1 votes

{quoted}

Morde's Q isn't his strongest ability until you have at least one item (for its scaling) and several points in it (for the ratio).

Morde's E is his strongest ability early game, and it has really stale game play - cast it to poke/farm, then run away till its off CD without allowing for attrition thanks to its shield.

I don't really want them to put any more power into his E. Its pretty lame that its the best skill to max right now. I'd much rather have them put power into LEVELING his W, while lowering the power it gives from that passive with just a single point.

I'd also like his Q to be more useful early game.

I Regards to his Q, could it not be a mix of it's former and current effect. Lower and spread out the damage of the 3-hit combo and allow it to sent metal shards after 4 targets and if no other target is nearby, increase the damage of his attack by between 25%-35%.

I Main Swain1 votes

correct me if i'm wrong (havent played league in like 2-3 months) but i really find it entirely over the top, especially considering how early on you can get dragon AND the fact that they can attack turrets.

Gusicles1 votes

To be honest, his rework could almost work. Key word is almost.

He just has so much freaking power budget on his Q it makes him suffer in every other regard.

  • Nerf Q (although I would much prefer simply, changing it to something else)
  • Return power to his E, passive, and R
  • Remove the passive that gives him extra EXP, and make W self-castable and tweak damage

If this was done, I swear he'd be 100% awesome. They also do need to upgrade him visually, they sold us short on that one too, but I'm sure when he does get a visual update it will be badass. At least Riot basically never disappoints with visuals.

Big Lincoln1 votes

would it be too much to ask that Q's power be toned down a little less, but have the AoE/isolation mechanic returned?

I'd like to see it done like old Mord-Q in a sense, where it's just one powerful AA reset, but each one adds a debuff to the initial target (maybe everybody hit by the AoE too?) that stacks two more times, increasing his damage until he blows it all on the third shot for big damage (maybe the third shot consumes all stacks but does one huge cone AoE instead of hitting a few targets in range?)

you could tone the damage down to be more reasonable, but it'd actually be a net buff if done well (more sheen procs to make up for lost damage, more counterplay in that Mord can't just 3-shot you or flash-Q cheese you, he has to focus you specifically or manage to get a lucky rebound off his AoE to work his way towards you)

i think a lot of neat fine-tuning could be done to really emphasize and enhance his experience. having buttloads of AoE is still something i want a lot

Decrit1 votes

Welp, you know i agree on this stuff since always.

I think the shield generation as is live is ok, but i say this mostly because i am afraid of edge cases where he is truly unkillable thanks to it. The E change in this case was a good thing to me, because no matter how he has to build he can always generate a % of the shield.

About the W, honestly i feel alright to have it not castable on minions: it was a cool trick back in the day, but mostly because we had nothing else to work on. I am alright for a solo effect which is more beefy than live however and th extinction of that dreadful passive, but i like how it empatizes an allied presence because that can also translate in teamfighting power since it provides group support; usually tanks bring CCs and engages, he brings that which is unique to him and i think it has a great potential. Too bad it wrecks in duo :P but without the passive component i think he will get closer to a more balanced state.

Decrit1 votes

Yo. Droppin in to let notice this

http://www.surrenderat20.net/2015/10/1020-pbe-update.html

"Harvesters of Sorrow (W) [nerf in today's update. tooltip now reads "Mordekaiser gains bonus experience for killing Minions near allies (bonus is 50% of the experience lost from sharing)" rather than "Mordekaiser gains full experience toward levelling up from minions he kills."]"

...hhhhng. i' d rather want it removed entirely, but i guess is better than nothing at all.

EDIT: saw you read it already. well, at least serves as common notice.

Chuck Charles1 votes

surprised there's no mention of shifting his Q power to somewhere else in his kit. The 3rd Q hit is so frontloaded its pretty ridiculous. that you can stack it twice on a minion and then just flash hit someone with maybe an E after to insta kill is absurd. Until that is fix he will be broken. the W is definitely oppressive in lane, but I've always felt the Q being so front loaded makes his new kit not only boring, but waaaaaaaaaay to feast or famine. If you can get it, great! if you can't well, you are basically useless. later it becomes easier with rylais, etc. but still very binary and cheesy.

If they plan on keeping current style, I would prefer them to improve his old shield regeneration slightly just like you suggested, while improving the E overall as it would give him decent ranged harass and wave clear for solo lane, and take that power they are giving to those from the Q. the Q needs its power shifted anywhere else.

More from Gameplay

More by Malicious Metal