Can someone explain the recent reversion of morde's pbe changes?

definitelyN0Tmid·2/18/2015, 4:38:10 AM·1 votes·728 views

Can someone please help explain the purpose of reverting Morde's changes on the current pbe update 2-17-15?

On the pbe patch applied on 2-13-14 his passive scaled off of targets hit and his max health . This gave him diverse build paths to adapt into different roles (bruiser, tank shredder mage, or just pure tank) which as a player felt great to have options like that. His shield generation was a bit overtuned with his extremely low health costs but a numbers change could easily fix the issue. It is important to say a lot of his buffs were either glitched or disabled during this patch cycle ie: shield decay buff, q range buff and all w buffs even though they were mentioned in the tooltips.

Now in today's patch (2-17-15) his shield generation was back to live values (based off of damage dealt) also the q range buff and the multiple (w)'s buff with the movespeed bonus, were enabled. With that he does not feel any different from how he is currently on live. After testing out the newest set of changes, I am severely disappointed especially with the w buffs are quite impracticable and underwhelming

  • The w damage does not stack if an enemy stands in both aoe's of creeping death (I'm fine with this because it would be pretty broken to get double damage on it as well as more shield generation by having a second damage source)

  • Trying to make use of the speed boost when getting ganked is utterly hopeless. Personally self casting creeping death so you do not stand still for the cast time feels better, than having to stand still while casting w on a minion. Then to make use of the speed boost you must follow a predictable path towards the minion you cast it on, making you an easier target for skill shots.

  • The most viable uses of the new w is to help close in when your jungler ganks (assuming a gank path that leads them withing 750 range of Morde) and to clear a wave faster.

Honestly he feels the same as he does on live, which is okay i guess. But I thought the point of this update was lead Mordekaiser into a more thematically fitting role of being a tanky dude in huge suit of armor. Not a squishy mage the has mediocre damage at best.

3 Comments

LoLKiru2/18/2015, 5:19:31 AM1 votes

He's pretty much live Mordekaiser now, just with buffs to his health costs and a few more neat little usability things (mostly on his W and ult) so he's still overall better than on live.

My guess (and I cannot stress this enough; its simply a guess) is that they wised up to the fact that the path they were taking Morde simply wouldn't work out in the end, all the tankiness and damage in the world won't help you if you can't reach your enemy. If Morde is ever going to change into a fighter, he needs to have some form of CC or a reliable form of mobility, whereas live Morde can make use of the very brief time he's near enemies to inflict decent to high damage, PBE morde would've needed to actually stick to his enemies to be a threat.

So they probably just reverted most of the changes to keep him in a decent spot while they figure out a better way to go about that.

EzraTwitch2/18/2015, 1:18:50 PM1 votes

It really didn't though. When you actually plug the numbers in the end result was less damage AND less durability. It was a complete nerf. If you build him bruiser you had less damage and survivability over all. If you built him AP you blew up instantly (no shield), if you built him tank you had 0 damage, and no CC so everyone would just ignore you.

The changes they initially proposed not only made AP morde completely unviable (honestly its a build I never liked anyway) but it also nerfed bruiser Mordes damage AND durability. They where terrible all around, especially considering they where billed "as a compensation buff".

The only thing I wish they would have kept where the changes to iron man so that his shield doesn't degenerate in combat in compensation for his HP regen nerf.

EzraTwitch2/18/2015, 1:24:04 PM1 votes

This was the build I did the math for (Post-Initial Patch/Pre-Reversion). item 3152 item 3020 item 3068 item 3001 item 3116 item 3151 . With runes and masterys it came out to 3100 Health and 320 AP.

So look at Siphon first (Which honestly pretty accurately mirrors the changes across the board).

Old Morde E Damage with above build. 442, Shield Generation 154. (77 Against Minions) New Mord E Damage with Above build. 410, Shield Generation 124. Shield. (37 Against Minions) NET LOSS: -32 Damage, -30 Shield, -40 Shield Against Minions

Getting 4000 Health on the new Morde Gets you to 160 Shield, only 6 More than Morde on Live, and to do it you would have drop an item that isn't already giving you health. So thats item 3152, or item 3001 . Can't Drop item 3020 , Need item 3152 for sustain, so that leaves item 3001 , best choice probably being to replace it with a item 3065 .

New Totals. 250 AP, 3500 Health.

Olde Morde E Damage with Changes: 400, Shield Generated 140 (70 Against Minions) New Morde E Damage with Changes: 375, Shield Generated, 140 ( 42 Against Minions) NET LOSS: -25 Damage, +/- 0 Shield (-28 Against Minions).

Old Morde E Damage with item 3001 : 442, Shield Generation 154. (77 Against Minions) New Morde E Damage with item 3065 : 375, Shield Generated, 140 ( 42 Against Minions) NET LOSS: -67 Damage, -14 Shield (-35 Against Minions).

As you can see, this is across aboard nerf to"Bruiser" Mordekaiser in every way, Damage and Durability. It is in NO way a buff. Though I didn't type out all the numbers for every single ability here you can be sure I did do them. The only time New Morde Exceeds old Mordes capability's is if Morde and and an Ally with Creeping Death active BOTH are damaging 3 or more enemies with the spell. This is of course, is extremely situational and ironically only results in more damage and actually still produces less shield. Furthermore it in NO way makes up for the across the board nerfs on both damage and survivability especially considering his Ult does not produce shield once the Ulted Target dies, ( the Ghost Produces 0 Shield when it attacks.)

Please feel free to do the math for his remaining abilities you will see that the trend holds true.