Revision: Mordekaiser
The Iron Revenant. League's Master of Metal has been in a tough spot for awhile now, and with his recent update he's still managed to retain his old problems. Thank you to everyone that gave me feedback on the subject when I asked.
EDIT: updated the abilities on 1/27/2016
I feel the need to preface this by saying that I am NOT a Rioter, and everything you read here has absolutely no guarantee of becoming part of the game at any point in time. This is something that I do to get a better understanding of the champion design and balance process. This being said, part of the process includes being called out when something is wildly stupid imbalanced, so feel free to call me out on anything that strikes you as OP (in theory), but understand that, because I don't have access to a testing environment, I can only do so much. I will try to explain my thought process to the best of my ability as well, so nobody is left in the dark.
For those unfamiliar, you can find Mordekaiser's current abilities and their statistics here, if you care to compare.
Please keep in mind that there is no single way to "fix" any one champion. What I'll be offering here are primarily base ideas that can be taken several different ways while retaining interesting game play options for both the player and opponent.
This will be lacking in details such as cost, cooldown, damage, and range, as many numeric variables can be taken care of by the Balance team. Any numbers offered here will be extreme generalizations meant to convey the general idea behind the ability. Please do not dismiss the ideas given here due to a lack of this information, as I physically do not possess the means to test these things to provide reasonable numbers.
P - Iron Man Mordekaiser converts 25% of the damage he deals into a constantly decaying shield.
Iron Man's been changed to 25% of damage to shield from all targets. it doesn't need to be complicated as they've made it, and being strong versus minions is a window of opportunity in itself. The user is incentivized to engage only when minions are present, while the opponent is incentivized to attack when minions aren't present, this makes him stronger in lane where he hopes to get ahead in levels and items before the late game, where he can get caught out of position and blown up. This was a very functional strategy which made him viable, and it should be appreciated.
The change to make his shield scale at 25% of his health was nice, and it could stay, but doesn't have to. Having a controlled cap put him in a unique position where buying health was ineffective beforehand, and made his reliance on stacking defense against his shield gen vulnerable to true damage. This being said, with the prevalence of % Health and True Damage effects, and the intention of Juggernauts to effectively scale with Health, not resistances, there doesn't appear to be a good reason to remove it.
Q - Mace of Spades ACTIVE : Mordekaiser swings his mace with titanic force, dealing magic damage to all enemies in a short cone. Champions (and large/epic monsters) struck by the effect are dealt the same damage a second time over the next 3 seconds, and lesser beings are also flung aside.
Mace of Spades is really up in the air, the triple attack bit is kinda ridiculous, a character with no CC, gap closers or legitimate mobility doesn't really have the luxury of lugging out 3 melee attacks, and relying on allies even more to secure opponents long enough to get a hit in, or relying on flash and stupid opponents to drop the last hit on a champion is poor design.
There are a dozen ways they could make this better, conditional CC might be nice, however that takes away from features that could be budgeted elsewhere, so simply having a single hit heavy handed slam is probably best. Above is the version I prefer, however other things could easily be done.
The damage of the ability, ideally, would be split evenly between the initial strike, and the dot afterwards (I find it hard to believe that anyone hit by Morde's mace wouldn't have huge holes in them afterwards). With the damage being split this way, we push Mordekaiser more completely towards a heavy damage over time threat, much like other Juggernauts are currently. This aside, I like the mental image of Mordekaiser flinging minions aside as he slowly but surely marches towards you.
Alternatively, it could be made into an auto attack modifier once again, dealing damage to the target, and those around the primary target taking the same damage. This version has it's own merits, allowing Mordekaiser to use it as an Auto Attack reset, however it also takes away the ability of more mobile opponents to avoid the attack, which is one of the primary reasons I prefer the former.
Regardless of which version, and their variants, is selected, the ability needs to be on a fairly short cooldown, should an enemy be in melee range, Mordekaiser needs ample ability to punish his opponents, and this ability is the primary method of achieving this.
W - Creeping Death PASSIVE - Mordekaiser receives less damage from all sources (true damage, obviously, is not reduced). ACTIVE - Mordekaiser surrounds himself in a storm of shrapnel, dealing magic damage to nearby enemies each second. While this effect persists, Mordekaiser is immune to crowd control effects.
While I don't have a problem with Harvester of Sorrows as an ability, it simply does not fit Mordekaiser as a character. Relying on lifesteal both counteracts one of Mordekaisers built in difficulties, health cost upkeep, but it also makes him less effective vs champions which can stay out of reach, ironically the marksmen that he was forced to contend with in bottom lane. Preventing damage is superior to recovering from it, and it prevents issues caused by erasing damage with healing when Morde is ahead. As such, Morde should go back to defense.
Creeping Death is where most of the power taken away from other abilities should go, instead of the old armor and resist increase on activation, it should probably have passive direct damage reduction of 5% per skill point. 5% to 25%. It's probably OP, especially in light of the other feature it has, but the amount can be whatever fits, 1%, or 3%, whatever works. It also doesn't have to be passive, it could be only during activation. The big feature it should provide isCC immunity. CC immunity has become overpowered primarily because CC has become so prevalent, but not every character operates around CC, and many marksmen, carries and assassins have little or no CC, this gives him a strategic advantage against CC reliant team comps, and it also gives a champion who is extremely vulnerable to being caught out an opportunity to slowly lug away, or face his foe and slug it out without being tied down.
The CC immunity wouldn't be permanent, it would last during the effect, also coupled with damage and the defensive boost already present passively. On cooldown, the skill would lose the defensive boost granted until it refreshes, similar to Master Yi's "Wuju Style", meaning you'd benefit from the passive effect indefinitely until you use the active portion and the effect ends. It's possible to have the defensive passive end immediately upon activation as well, to create a trade between having defense or CC immunity. As always, there's a million ways to mix effects around to create power and vulnerability. The effect would also only work on Mordekaiser, this means no selecting targets, it's him alone.
E - Siphon of Destruction ACTIVE - Mordekaiser channels for up to 2 seconds, dealing magic damage to all enemies caught in the cone initially, and every 0.5 seconds afterwards.
Where power was designated to Mace of Spades before, it is now placed on Siphon, where it is a lot more appropriate. It is naturally your primary skill choice since it gives you the best reach and good coverage compared to his other major skills, and it's also the only skill you can effectively juke. An opponent can run away from Mace or Creeping Death, but with a lot of erratic movement, they could cause Siphon to miss altogether, this happens a lot with champions like Fizz and Renekton, or Yasao, who have an abundance of gap closers to reposition during battle, the idea is to create an ability which has a lot of power and threat, but make it even easier to avoid at least partially.
The difficulty with avoiding it now is that it's basically an instant cast ability, you have to predict when it's going to be used to dodge it. It also represents his burstiest and highest range action, outside of his current ultimate.
By changing Siphon to a channeled ability which does damage over time, opponents can significantly reduce the damage by moving outside of it's field of effect, this means high mobility opponents have a built in counter to a large portion of Mordekaisers damage, whether they run out of the effected area, or force move, and it creates a juggernaut role the way it's supposed to be done, extremely potent in both offense and defense, but usurped by high mobility gameplay.
The effect is broadly different from his current Siphon, and would require a lot of considerations in light of it's function change. Starting with a rectangular hit box the width of his own body and opening into a wide, but short, cone. It could slowly expand over the duration of the channel, however the expansion would be mostly wider and only slightly further.
Because it's a channeled attack, the amount of damage and shield generation would have to be great. With the CC immunity granted by Creeping Death, Mordekaiser can set up an offense which can't be interrupted by anything but death, not for every Siphon, but for important ones. The Siphon would deal solid damage over an area and generate bonus shield for each target hit, much like it does now. This promotes catching opponents, especially minions, in crowds, which will be easy with the increased effect size, but prepared opponents can avoid crowding and use gap closers or high movement speed to exit the area of effect.
Other possible features are:
- A slow turn, similar to Vel'Koz's Ray, so Morde can attempt to stay on target .
- He could be either rooted as a shortcoming of the ability, or have decreased movement similar and the ability to slide around slowly similar to Lucian during his Ult, with speeds similar to Xeraths Q.
- He could also have greater or lesser effect size on use, or completion.
- Siphon could also feature a dragging component which slowly sucks foes toward him, this wouldn't interrupt actions, but it would reduce movement directly away from him during the effect, and increase movement toward him, creating an opportunity for opponents to race directly past him to get out of the effect and hit him from the side or back, but this is effectively a form of CC.
The point, however, is that he has a high damage, high recovery, jeopardy skill, that makes him even slower and powerful than before, fitting in with having a CC immunity feature, he has to jeopardize his movement with a different skill, creating a strategic weakness and counterplay.
R - Children of the Grave ACTIVE - Mordekaiser curses the targeted enemy champion, stealing a percentage of their total health over 10 seconds. If they perish while this effect persists, Mordekaiser enslaves their soul for a short time afterwards.
Children of the Grave is probably the thing that needs the least change. It should just be changed back to damage over time only, without any up front burst. The reduction in bursting power, spread to several of his other abilities skills, reduces the sudden killing power and puts him more in line with other Juggernauts, dealing stupendous amounts of damage over time, slowly but surely ripping you apart. Because of the reduction in sudden power, the total damage dealt by many of his skills can be increased, as well as the shield generation and defense in his kit, allowing him to be the beefy powerhouse he once was.
I do understand that some like Dragonforce, however it eats up quite a bit of Morde's power budget, and it's only available on Summoner's Rift game mode, effectively screwing over ARAM and Dominion players without compensation. It's cool, yes, however, like Harvester of Sorrows, the effect really doesn't belong on Mordekaiser.
That's all I have to say on the subject. Huge shoutout to BahumutKaiser for providing much of the above reasoning and thought. I highly encourage reading his comments, as he provides very in-depth insight on the subject.
Given the above, what are your thoughts concerning Mordekaiser?