I have thought of a rework for a while based on his current status. For starters his role needs to be top and mid with the possibility of jungle. The bot lane idea was an interesting concept but it flat out didn't work as Riot made him too reliant on his support to have any damage. Note that he most certainly had a boat load of damage but he had very poor chances of executing it on his own where the enemy marksman was free to harass with out this tethered reliance.
- To summarize that point Morde had always had the ability to output on his own. This solo destruction I feel needs to come back in any rework.
Morde used to have complete synergy with his passive and it has practically been removed. My reasoning is that the rework gave him much lower damage to shield conversions with a lower shield decay and a threshold where the shield would stop decaying. The problem with this is that you lack the damage early game to build your shield to a sufficient level where the last two changes to the passive will have any value. Late game its better if you can survive to that point that is, as Morde was all about the long fights by absorbing a good portion of damage before using his and with the current shield conversions, he can't out last very many people in lane.
- So shield conversion up back to old Morde standards and decay rate and threshold removed, his old passive was fine, leave it alone.
Now for the big part, I would do the following things :
- complete rework of the Q
- rework on the W but with the same concept
- slight increase of damage on the E
- Ult remains the same with some changes to the dragon
First part, the Q. There was way to much damage moved from the rest of his kit to this one ability. I feel this was a cancerous ability to both the player and the enemy as all we have to do is flash with a 3rd Q charge for an absurd amount of damage and the enemy would have very little room for counter play. As playing with this ability, if you actually get to land this ability when you don't feel flash then the enemy was probably cc'd to hell or afk to actually allow you to get this damage off. In either case it doesn't feel like you out skilled an opponent rather than they just gave you a kill. Either feeling is unhealthy for the player experience so here is the solution i propose.
Make the Q a three part active doing the following :
1st activation : Morde swings his mace from left to right, hitting all enemies in a small semicircle in front of him. He deals full damage to the first enemy hit while all other targets hit take 20% reduced damage with a bare minimum of 40% of the total damage. This would deal x2.
2nd activation : same as the first but swinging from right to left. This will deal x3.
3rd activation : Morde swings his mace overhead, gaining a small amount of FLAT movement speed from the momentum. The mace crashes down dealing damage in circular location in front of Morde. If an enemy champion is hit in the DIRECT center of the area they take double damage. This would do x5 with the possibility of x10.
Alright now for explanation time.
Mordes current Q does x3,x3,x6 currently and this would do x2,x3,x5 normally with the small possibility of x10 (note that Mordes 3rd Q hit used to do a guaranteed x9) So how does this put him in a better spot? Here are my thoughts.
- Each active has a wind up time similar to a Darius Q giving plenty of time to react.
- It now gives us the AOE we desperately needed from the old Q
- It grants us more shield because we hit multiple targets
- It is castable while moving like Darius
- It has COUNTER PLAY. You can see which way Morde is going to swing so can step to the side to allow minions to take full damage while you take the reduced. On the third Q you just have to avoid being in the dead center to take the base damage. This isn't hard as the center point for the x10 is very small.
- Rewards skilled Morde players that are able to get the x10 damage off and if the catch the enemy alone getting the full damage off from the first two Q strikes.
What makes this different from
? It would be the complete opposite of Riven as her combo is based on mobility while all yours would have a wind up time. The only part that makes you slightly more mobile is the 3rd has your swinging a mace overhead. That kind of momentum should give some small amount of movement speed during the animation.
Second part the W, I'll try and make this quick
- remove the exp gain. It is a flat out unhealthy concept for this game
- make it castable on minions again
- still causes the magnet movement speed
- If cast on self, Morde does light damage over time to nearby enemies and gets MR and Armour. (basically bring back the old W but lower its damage)
- if cast on an ally both Morde and the ally do light damage over time (no defense buffs) if the areas overlap, both fields converge into one massive filed
enveloping them both. This does much more damage to enemies in the area. If an enemy champion is in the area, then a portion of the damage they take each second is converted to health for both Morde and his ally.
- if cast on self Morde gains the heal effect only from damaging monsters.
- at the end of the duration or on activation, the fields disperse. Morde will gain a bonus amount of shield based on how much damage enemies took during this time.
- the massive field does more damage if it was an ally champion that was selected instead of a minion.
This is what would make jungle Morde still possible which is a strange concept as it was never his intended role but I would be sad to see it go. It is basically a more advanced version of his current W that removes the weird flat heal on activation with a heal during the effect and gives him a nice bit of shield gain for however much damage it did. Not much more to say.
Third part the E, are you ready for this?
- Increase its base amount of damage to be a bit less than old Mordes E to compensate with the Ad ratio
It was his bread and butter skill and should remain so. Any questions? No? Alright moving on.
Final part his ult, this was something interesting
Keep the damage at a 50/50 rate. Nothing wrong with the ult it self. Its that damn dragon we have to worry about. I feel that it is a cool concept but way too crazy at the moment. An early dragon is basically a free turret with very little the enemy team can do about it. So first we have to get the nerfs out of the way before I get into the crazy stuff.
- Its damage scales based on Mordes level. NOT after the points put into the ult. (This is because currently you get a bit of a power spike with the second point in your ult while your dragon gets a huge damage boost as that is how they currently have it going)
- It takes double damage from turrets
- dragon does half damage to all structures. (Okay these two parts are to make the free siege potential be reduced while still offering the ability to take down turrets or get some good turret damage off as minions tank.
Now that the real concerns are dealt with its time for the crazy stuff.
Dragon now gives the enemy team up to five buffs based on how many dragons your team has secured.
What if the ghost dragon benefited from these as well.
Before you go screaming OP here me out.
When you get you first dragon not much happens your dragon gets a damage boost that won't be to noticeable with the half damage to turrets. Then you get your second dragon that gives you more damage to minions and monsters. Now your dragons attacks are a bit wider and clear enemy minions faster. Third dragon comes and now your dragons movement speed is much faster, making positioning of it easier. At fourth dragon you get bonus damage to turrets. With this the damage reduction is removed from your dragon (it does still take double damage from them though) At final dragon your dragons attacks apply the burn over time with its attacks.
It was just a though. An unnecessary thought but it would be cool.
Anyways these are my ideas for Morde, make of them what you will
Sincerely,
EndingWingz