Mordekaiser Proposed Changes

Lord Boltrix··3 votes·528 views
Mordekaiser Rework - Proposed Changes

Alright, the past few months I have been working on trying to figure out how to rework Mordekaiser in his current state to address the problems that people who play him face, as well as the people who face him also have to deal with. The pre-rework Mordekaiser faced issues of toxicity in his kit while also being rather underwhelming when he wasn't extremely oppressive. Also, the nature of Mordekaiser's kit and how it functioned thrived heavily on - for lack of a better term - human stupidity and the absence of a fundamental understanding of his passive.

The rework by CertainlyT attempted to address certain issues, and while it made a great push in trying to shake things up for the Iron Revenant, the rework did not answer Mordekaiser's problems in a way that satisfied most. More importantly, it created a strange situation where Mordekaiser mains had to move to a lane they likely did not frequent, and to counter his new particular opponents - who finally had means to deal with his oppressive passive - as well as answer the lack of sieging power that marksman would have, Mordekaiser was given additional powers.

The shift to Mordekaiser's W from Creeping Death to Harvester of Sorrow hurt Mordekaiser's solo lane and only made him just as oppressive in bottom lane as he was in the other lanes, and the bonus experience and dragon ghosts just gave him free power that opposition had no direct means to counter. In the end, the rework itself was not a failure, but the understanding of what Mordekaiser needed was, and that has been something that nobody seems to know, not Riot, not the Mordekaiser fanbase, not the remainder of the playerbase, in the five years since Mordekaiser has been released.

Now, my thoughts are only an opinion (take that into account), even still my efforts have been unique because of the nature of my background. While Mordekaiser is my favored champion and who I would consider my main, I don't restrict myself to him often, and I often find myself playing multiple roles, so I have a slight understanding of the game as a whole, for those who play Mordekaiser and those who face him. I was in a unique position, with the majority of my recent experience for the past few months being in the bot lane (either as the marksman or as athe support), I was surprisingly prepared for his shift to the bot lane, and realized why it was done.

Considering all of this, I took my time to work out what made Mordekaiser oppressive, what he lacked, and what needed to be changes for him to satisfy all parties. Granted, this is just the proposed changes, I am still working on the in-depth analysis and explanation for each of my proposed changes, but generally what I did was to answer the concerns of Riot, Mordekaiser mains, and people who faced Mordekaiser, in the top, middle, or bot lane... or hell, maybe even the jungle (I put a few changes there specifically because I thought Mordekaiser was a champion who could jungle well, even moreso after the rework).

Share your thoughts, I'm still working on this... I am ALWAYS working on this.

God I need a life.

2 Comments

Jacknife1 votes

Ok, so I've read over the entire thing... wow the passives. So many passives... but some well deserved. I'm not sure if my criticism is worth much, but 2 cents is 2 cents. I'll try to give general thoughts about each aspect, starting with the base stats.

  1. Base Stats - Not much to say, definitely need the buffs in order to transition from slow melee carry to actual juggernaut. If they're too much they can be adjusted easily.

  2. Iron Man - Passive seems a little overly complicated. The unique champion interaction just seems unnecessary, since his shield is just an extension of his health anyway. Screaming for Vengeance seems like that alone would bring his damage over the top. I was worried about the shield generation changes till I read Brave this Storm, that makes a lot of sense for Morde's character.

  3. Mace of Spades - I kind of like how you turned Mace of Spades into both a passive to allow his normal hits to mean something and an active for ramping damage. I'm not sure if I'm reading it right, but it sounds like Morde can reactivate MoS pretty quickly. You might not want it resetting his AA timer if that's the case. I would like the tenacity to stay, but we all know Riot would never do it :(

  4. Harvester of Sorrow/Creeping Death - I see what you're trying to do, but I'm not sure if it would be a good idea to have Harvester of Sorrow make you choose between the damage or the heal, he kinda needs both. Maybe make the amount of health stolen relative to how long HoS has been activated? Rewards using it to the fullest extent, implying you're in the fight doing things, instead of just using it for a quick heal? Also Creeping Death's defense buff seems a little extreme, I'd tone that down.

  5. Siphon of Destruction - Love it, love everything about it.

  6. Children of the Grave - I'm a little on the fence about this. Getting a Rift Herald ghost is nice, in fact it should almost be necessary since the buff increases your pushing power anyways. The thing I'm worried about is the Empowerment change. It would only show it's potential in live testing, but it's possible that if the buffs too strong it would overshadow having a ghost in the first place, and pigeonhole players into using it ASAP, instead of just keeping the ghost at all.

Lord Boltrix1 votes

Ello Jacknife, thank you for reading my proposition.

Addressing a few things you pointed out.

  1. With the reduction of Mordekaiser's effective overall range and change to his passive, I felt that Mordekaiser could be returned to the 340 baseline speed he had prior to the rework, and the other changes help him scale better into the mid-lategame, which is what I attempted to push Mordekaiser towards. I feel the changes pushing him there are more fair because a lot of champions get ridiculous power in the later stages, and it is the job of laners to shut down and mitigate the growth of their opposing laner(s), and work as a team to deal with each enemy individually and as a group.
  2. The passive is specifically changed and the unique champion interaction included because Iron Man innately was one of the most powerful passives in the laning phase, period. The ability to get instant effective health and negate poke was, and still is problematic (you see all those complaints about Yasuo, that isn't a new phenomenon specially in regards to that). This change was for those people who have to lane against Mordekaiser, because not everyone is a marksman who can regularly dish out good poke without a mana cost. The changes here are not just for Mordekaiser's playerbase, it's for those who have had to face Mordekaiser for the past five years, and who played champions who should be able to answer Mordekaiser, but can't because Mordekaiser was too easily able to just invalidate anything short of a jungler gank. The two passives Screaming for Vengeance and Brave this Storm, give an answer to Mordekaiser as a duelist without Iron Man to readily fall back on, but at the same time letting people respond to Mordekaiser at the same time. Thematically it fits Mordekaiser as a revenant, an undead spirit who seeks to take revenge on those who have spited said spirit, which in our case includes enemy champions, as well as a being who suffers pain and spreads said pain and suffering to everyone around him. His health costs have more meaning now because of the new health interaction, you can't just hide behind your shield and just win through sheer passive attrition, I've ensured that.
  3. Yes, I am intending to put some limiter on how fast you can activate Mace of Spades, I was thinking a 1-2 second internal CD would be appropriate, since the purpose is to make Mordekaiser's damage more streamlined and less 'bonkbonkBONK. I think the tenacity is something very reasonable, considering that it also has a ramp-up style and it's reactive, not a static tenacity passive which would be hella boring. In the early game you can't really afford to just keep it up forever because of the health cost of Mace of Spades (something I made damn sure would matter), but later on he can afford to invest in it right before entering a fight when people want to toss their cooldowns specifically at him.
  4. On the contrary, I'm trying to make it less restrictive to attempt to heal/sustain in fights with the Harvester of Sorrow by removing the cap on how many targets you can absorb from, but obviously limiting it on minions and those little monsters to ensure that it can't be too heavily abused. The sustain and damage change is something I feel has to be done: Mordekaiser has an option to do damage, he has an option to heal, letting him have both would be too much. The healing is more restrictive in bot lane than it would be in the other lanes because Harvester of Sorrow is more powerful an engagement tool with a lane partner, so Mordekaiser gives up some healing for the safety he already gets with a lane buddy. It's just as much to let Mordekaiser be able to answer the need for sustain considering his health costs, as it is for his lane opponents to have a chance at dealing with him considering letting him heal and damage at the same time would inevitably lead to a nerf to either or both components.
  5. Yeah, I did chop the range of Siphon and alter it's damage, but it's something to make Mordekaiser healthy for every lane while still giving him effective power against champions who like to get in close.
  6. The Rift Herald ghost is something I feel will naturally progress over time to an eventuality if mid and top lane Mordekaiser is ever to become a thing again. The ghost empowerment is something I thought long and hard about, and honestly the champion ghost empowerment option is once again: an option. I feel the champion ghost represents the largest amount of utility: able to function in teamfights and help to push the lane and take objectives. On the other hand, unlike Dragon and the Rift Herald, enemy champions aren't just going to sit there and let you kill them, and the changes made to Children of the Grave took this into account. I took the passive benefits from having a champion ghost because, for one, most people who see the ghost don't even realize that the ghost and Mordekaiser get passively empowered by each other (that whole clarity issue that Riot wants in regards to their champions power). Second, in relation to that first point about clarity, nothing feels 'awesome' or 'empowering' from the passive benefits of the ghost itself, everyone is focused on the ghost itself and what it actively can do for Mordekaiser. In regards to that, I felt that the passive empowerment was tacked on there, something that most Mordekaiser players wouldn't take notice of unless they were specifically looking for it. This was my solution, something awesome, something truly fearsome, something to make you realize: hey, Mordekaiser can get a ghost from the big jungle monsters, so what if he can get a champion-AH! And you sit there and smile, because no champion ghost should ever be considered truly 'useless.'

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