Please revert Morgana to old passive, or Buff the heals!

Azadethe··15 votes·1,469 views

I'm sorry Riot but you've completely ruined Morgana with the "rework."

The 20% entire game scaling on her passive means it falls off massively, and does less than her old passive did, and the W change really isn't effective enough to compensate for that.

I know people were freaking out about the 10/15/20/25/30/35/40 Scaling, but at least it compensated her lost gains from Small minions/monsters.

I played Morgana Jungle in Season 7, so I know what it was like!

It's actually harder now to jungle than ever, because per camp, she can only sustain from 1 mob per camp, which also happens to be the smite target. if you Smite, you shorten how long that monster can sustain you. If you don't, you fall behind as a farmer.

And, at the same time, her lane sustain is grossly worse now, because she can only rely on "Spell vamp" from 1 minion per 2 cycles, or from champions, which have significant on board damage reduction and can just walk out of spell. It may be 20% all game now, but that doesn't compensate the loss, given she used to sustain from ALL sources (in other words, a 6 minion wave healed her for effectively 3 times as much as this new passive does).

Even in Jungle, we're talking going from 10% on 7 Wraiths to 20% on 1 Wraith. That's horrible when you actually do the sustain math. Literally the only camps that are healthy atm are the Blue/Red camps.

You Also reduced her health growth, and increased the W cooldown from 10 to 12, which means the neat little "5%" reduction to the cooldown doesn't even compensate much for the difference in the old cooldown, and doesn't translate well at all to champion fights where they just leave the circle.

You basically dropped her mid and late game off a cliff, especially if you have a feeding team. The only thing she still has going for her is her Q, since she's squishy as heck, pops fast, lost 2/3 of her sustain, and now no longer actually has a strong role.... just a couple mediocre ones.

Please. if you're going to drop the cap to 20% all around, drop it back to the old overall Spell Vamp. Or, change the scaling to something like 15 -30% if the 40% was too much.

I want to point something out that should be looked at as well:

During your 20-40% scaling, something I noticed was Morg was registering #1 in Deaths and Assists. That's with "higher sustain."

After your hotfix, the Deaths and Assists have dropped significantly, which is counter-intuitive, given she should die more with less sustain, not less. Perhaps people were rigging statistics?

I also find it funny that we're quoting: "Morgana's overall durability in teamfights is just too high, thanks to the massive heal she's getting from her ultimate." as the reason for THREE nerfs (HP/Passive/W) when during the entire duration of the 2 day rework experiment, Morgana was topping the charts for Deaths per game (still at rank 3 in overall deaths per game) She might get a big heal off her Ult, but she's also about 20% Squishier than she was pre Preseason, pops like a grape even as a tank, and is an immobile champ. Perhaps she NEEDED that heal? (Not mentioning Swain.... Vlad..... Illaoi.....Darius..... Mundo..... All these champs with "massive heals....")

If she doesn't need heals on her Ult anymore.... then her Ult doesn't belong on her kit, since the rest of her kit revolves around keeping a distance.

9 Comments

ShuyinTheX9 votes

You do realize that your old passive made it where your W and R only healed 33% of the value correct? This version does not care about the AOE.

invisiblecat12 votes

I mean, the 56% winrate mid says that she still needs to be nerfed

Azadethe3 votes

{quoted}

I mean, the 56% winrate mid says that she still needs to be nerfed

She's not anymore, and her actual stats told a different story. More deaths, less cs, less kills, more assists. I don't know how stat sites pulled up a 60% win rate, but all her other recorded stats suggested she was doing worse. Right now, Plat + Pros are getting scores like 3/10/8. Supports are still getting "Okay" scores like 2/3/18, but you know what that means; They spend the entire game Qing and not using their ults.

LordGeovanni1 votes

actually the uptime of her w should more than make up for any inital heal loss you just pulling monsters out of your w

Azadethe1 votes

{quoted}

actually the uptime of her w should more than make up for any inital heal loss you just pulling monsters out of your w

Her W cooldown was increased 2 seconds.

Let's do the math:

5 Second duration with half second ticks = 10 clicks of a 5% CDR reduction.

First Click: = immediate, so 12 Sec > 11.4 Sec Second Click: 11.4- .5 = 10.9 > 10.335 Third Click: 10.335 -.5 = 9.885 > 9.36225 Fourth Click: " " > 8.4191375 Fifth Click: " " > 7.5231806 Sixth Click " "> 6.67202157 Seventh Click " " > 5.8634204 Eighth Click " " > 5.095249 Ninth Click " " > 4.3654869 10th Click " " > 3.67221264

K. Now, we can make the rest simple to see how long the cooldown actually took:

3.67221264 + 4.5 (Duration of the clicks to expiration) = 8.6722 Seconds.

So, you cut off about 1.33 Seconds from the OLD cooldown, and 3.33 seconds from the new cooldown. And, that's vs Monsters/minions, not in a real fight with Champions, where you rarely get any cooldown reduction at all, because they don't stay in pools more than 1-2 ticks. In Champ fights, your net cooldown is higher than it was.

LordGeovanni1 votes

Good thing you complaing about not getting healing in the jungle right. Hit your 3 second stu... root Sorry i play melee champions so its an effective stun. Your actual stun and if im not wrong your w and ult applications lower w cooldown too.

Azadethe1 votes

{quoted}

Good thing you complaing about not getting healing in the jungle right. Hit your 3 second stu... root Sorry i play melee champions so its an effective stun. Your actual stun and if im not wrong your w and ult applications lower w cooldown too.

She's always had that, and as a jungler, or mid, it's not the primary skill builder. It's the second. As jungler or mid you primary W not Q. Which starts Q at 2 seconds if it hits (It's one of the slowest projectiles and its hitbox has been halved in the last year and a half; You can actually miss at aims that are like 50 units to the right of left)

Q and R do help with W but it's not really any better, since the numbers of targets are limited.

But, something you're also dismissing is W acts as an execute: It does nerfed damage when HP's are high, and invariably almost never is a killing agent. HP regen + mag resist cancels most of what W does vs champions. It's Q and R that kill and heal, unless it's targetted vs mobs. I mean you can have 600 AP, and even if you Snare with Q and W someone under it, It almost never kills them, because the minimum damage is more of a harasser.

Furthermore, it's not like melee's don't have infinite access to Tenacity now, both on Precision, Resolve, and on Mercurial boots. That Q "Stun" is more like a maximum 1.6 seconds, and melees also have double Hexdrinkers now, with Nullifying Orb.

That, and Morgana doesn't really have an appropriate Keystone: Electrocute rarely can activate and is on the wrong tree. Predator and Dark Harvest don't fit. Comet misses too much, unless you have a Rylai's (Late game). Aery only hits 50% effective. Phase Rush doesn't really help her kit. Resolve Keystones don't really apply. Inspiration : You can get some use out of unsealed spellbook in the jungle but it's weak in champ fights. Glacial and Klepto don't apply.

LadyRenly1 votes

I'm sorry Riot but you've completely ruined Morgana with the "rework."

Most reworks in a nutshell.

Azadethe1 votes

{quoted}

Most reworks in a nutshell.

I'm referring more to the Rework of the rework, than the original rework. The Original rework had a slight utility gain.

Then because somehow with the most deaths of any laner mid, she suddenly had a 60% win rate when people came out of retirement from playing her (2% more players chose her to 4% from 2%), they freaked out, slashed her HP by 136, Her sustain by up to half, and boosted her W's cooldown to where the added cooldown reduction feature now basically is almost entirely cancelled out by an increase of 2 secs in cooldown overall, which means she has longer pauses between "misses" than she used to have, and only marginal gains when she doesn't miss.

They basically Buffed her, and then nerfed her into the ground 2 days later, far surpassing any of the actual changes they made to "benefit her."

She has no Keystones, and she can't access the Tankiness she used to have access to through the Resolve Mastery tree, because she's one of those champs where the Resolve Rune page isn't designed well for. Aftershock would give her defenses on successful CC, but most of those are too far away to really need the Damage aoe mechanism, or the defense at the time she receives it (Q's are usually pretty far away; Aftershock would only benefit her second R hit; maybe 8-9 times a game)

Without AP translating into heals, she has an unstable kit that even Plat + are receiving 3/10's playing.

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