Some haphazard thinking about Morde
The most upset about the rework is the visual on W, sorta.
That aside, I propose some tweaks to making Morde viable as a Tanky-AD-Bruiser-thing or a caster. Q and W changes promote Tanky AD, while E and R are for the caster. Numbers can be tweaked
Q - Level (CD) - Base - Total AD - AP 1 (6s) -4 - 10% - 10% 2 (5.5s) - 8 - 17.5% - 10% 3 (5s) - 12 - 25 - 10% 4 (4.5s) - 16 - 32.5% - 10% 5 (4s) - 20 - 40% - 10% {I can't do tables}
I like the semi-exponential-ness of Q, but feel it can seem bursty. So I propose making empower the next 4 autos, similar to what it is now, but doubles in damage. 1, 2, 4, 8 times the damage. While this seems absurd to give it more damage (15x overall as opposed to 13x of whats on live), its over another auto and the last hit is a tad smaller than what is on live. Maybe make it so that the time frame to use it while active shortens after each auto.
W- Add a total AD ratio(10%-30%?), lower AP ratio to 15%-20% Make activation damage max HP% based. Morde heals for 1% max HP against minions/small monsters, tripled against champions/large monsters/epic monsters; while also damaging. Linked ally receives half the heal. (Heal is not based off damage dealt, and no cap. I figured if the other team is silly enough to stack on him with a minion wave they deserve a 21% max HP heal.)
E- AD ratio down to 50%, AP ratio up to 75% Range increases to 700 at level 3, and 725 at level 5 Possibly up HP cost a tad at 3/5, for the increased range
R- Heals for half of pre-mitigation damage, regardless of damage dealt. More effective against tanks, less against squishies. Choose what you want, Death ADC Ghost or survivability from a beefy tank