Reworking Idea for Mordekaiser+Rant about Mobility Creep(Warning: Very long + Harsh language)

DragonShea·8/7/2016, 3:58:09 PM·1 votes·440 views

Here is my own two cents about the whole Assassins becoming bruisers deal and what a real bruiser is about along with (another Idea about fixing, morde, Still waiting for the fix CertainlyT) So I am going to be raw and upfront in this post and since I am prepared for the downvotes I am just going to see them and upvotes from now on.

Mobility rules League:

Lol has been All about Mobility ever since it was launched and really, not all of us like the whole Idea of being uber mobile or you are out idea. Many of the champions nowadays are going from being glass cannons that realised that defensive Items(And no I refuse to fucking call them tank items, people are using the term tank too damn loosely. Having a shitload if defensive items does not make you a tank, that is in their kit, not items) And have going fullon batshit crazy Lightning bruisers, with little counterplay because they are so fast, strong, and tough. I love that, but their is a limit to how much of it you can have before you are getting to be too damn OP.

Back to Mordekaiser(Remember him?):

LoL is too focused on mobility, hens the whole mobility creep phenomenon. Morde has and is meant to be the King of all juggernauts, so much so that the likes of Garen, Shyvana and Darius wouldn't want to go face to face with him and that if they offloaded everything onto the guy, he would laugh it off and end you, like you were a minion, while assassins wanted wait to he is very fucking low on hp to off him. The problem is that I think that Riot favors strong mobile Champions that can move like it's nothing around the map, and the worse part is that they are actually benefiting from defensive items very well because of their high damage. It's is what Juggernauts and morde should have been but without the mobility.

About his rework:

I get that his Speed sucks and it should be at 340 again and I think that if Morde is going to improved. you have to improve his late game scaling. Making so that he is so-so at around the low levels and that his shield is his main defensive tool for him, but later in the game, it's his insane Defensive and Offensive stats that will carry him as well as his scaling on his abilities. If I was to rework morde here is what i would do.

HP: 530 + 110 per lv >> 2264 at Lv 18

Shield Passive: 200 + (8 per lv)+ 1.5 Max HP). 208 at Lv 1 and at 370 at Lv 18 (Naked)

AD: 63.3 + 5.1 per Lv >> 150 at Lv 18.

Armor: 20.1 + 4.7*17 per Lv >> 100 at Lv 18

MR: stays the same.

MS, either stays the same or it should be increased to 335 or 340

HP regen: 8 + 0.556 per Lv >> 17.44 at Lv 18

Range: 200

AS: baseline increased to 0.67, AS per LV remains at +2.2 per Lv >> 0.916 at Lv 18.

(P)Iron Man: Mordekaiser's Dark magicks empower all the Iron he wields. increasing the armor and MR he gains(Bonus Armor and MR) by 20% and 15% of His AP as Bonus AD. In addition his mastery of the dark art's grant him a shield that protects him from harm based on the pain he inflicts shielding him for 40% of the damage he deals, up 200 + (8 per lv)+ 1.5 Max HP) and decays at a rate of 40 per second if he isn't in combat to 20% of it's max value.

(Q): Make it scaling solely with AP: at 12/24/36/48/60+ 150% AP per hit, the third hit will deal 33% more damage for a total of 40/80/120/160/200+(500% AP), and applies dizzying blow on the target for 4 seconds and are consuming on the target that takes the third hit of his Q. The Third hit will now stun for 1 second + 0.1/0.2/0.3/0.4/0.5 per hit prior to the final blow. So the more stacks of dizzying blows the target has, the longer the stun.

(W): Remove the fucking EXP bonus, it's a relic of an old mistake. Creeping death should return dealing 150/200/250/300/350+(45 AP) Per rank.

(E): Old E should return but with a higher HP cost and slightly higher damage. at 18/36/54/72/90 HP+(1% Max HP) and dealing 70/125/180/235/290+(100% AP)(0.25% HP)

Ult: Since Morde's baseline power is increasing, the Dragon duration should be reduced to 40 seconds at all ranks or even 30 seconds.

The Lowdown on his abilities and stats:

Look all of this is not really set in stone so don't stay that I am wrong because it's OP and shit. these are just examples that can be changed in case I got it wrong about it being balanced or not. so point it out to me and not rip at me because of it. So look, I am going to list my comments on his Kit, the passive and skills.

Stats: Why would I saturate morde with these stats, well there is the answer. Not all of us want to play an immobile champion and have to a "ez kill" sign hanging out of our asses. And I wanted to use Morde as an example for this. Being Immobile means to have also have good damage and durability, not an easy target to kill.

Example Items:

Core: item 3116 item 3001

Full builditem 3078 item 3742 item 3001 item 3053 item 3116 item 3009

Passive: I thought it would be cool to at least add some spice to Mordes Passive tooltip, so why not. Gameplay wise. I think that he needs some extra Armor and MR scaling, as he is immobile as fuck and that his Shield would be strong at the start so he could at least have some defense for when he doesn't have his items and then it weakening as he grows in Lv and becomes more of a light shield for when he is in teamfights, so he wouldn't be relying on it to survive in them. Also, having his Auto attacks deal more damage via his AP would also help him overall as he wouldn't need to spam his E so much to clear waves. Also Morde having his AD scale with AP would make it so he would need to return to being that AP stacking Melee monster that we all once knew and love.

Q: Now for his Q's Stun. Well I am getting a little sick of his Q being so useless him, so I added a stun because it would bring some more threat to morde since he also lack a means to stop his target from fleeing. Also, if he is jungling he can use the Stun to stop damage from the monsters.

W: what else can be said. it's of poor design. It's should return to being a Self AoE, but since Morde will be getting a shitload of Armor and MR, it would be overkill to give him extra resistances.

E: Mordes E would be a costly poke/wave Clearing tool. Morde was always infamous for being able to clear like a beast but if he can't having any counters to it then would, I also wanted to add HP scaling there so that getting Rylai's would be more of a priority as well as it dealing 1% of your max HP, so you wouldn't be spamming it as you like.

Ult: Like I said I think that Morde has too much power invested in his Dragon and that he needs to be able to fight better along, getting the Dragon for a jungling morde would be bonus.

So anyway I hope you guys like this idea for morde.

Peace.

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