Idea compilation for a possible Mundo Gameplay Update

OyddAWqJ5r··14 votes·698 views

Just some random ideas for potential future use in Mundo's modernization/gameplay update if or when he gets one.

Disclaimer: I apologize if I offend any Mundo mains.

#Passive Ideas

  • Change passive to a form of regenerating based on damage taken rather than just regenerating max health permanently. (% damage taken, per instance damage taken, missing health regen on damage taken, etc.)
  • Or swap out Mundo's current passive for W's new passive but tack on % health regen per stack. (much preferred)
    • Require "in combat with champions" for passive to take effect.
      • Allow a small stack limit for passive functionality when pushing with no enemy champions to proc in combat with.

#Q Ideas

  • Add a charge time to Cleaver Toss that increases range, damage and slow potency (and possibly healing). Allows more counterplay to dodge more telegraphed tosses and slightly nerfs Q spam perma slow chasing reliability but heavily increases reward for full charge. (also nerf base values for non-charged Cleavers, primarily the slow)
    • Add self slow to the charge but remove cast lockout. (doesn't have to stand still while tossing)
    • At max charge it could pierce units giving more incentive for doing so.
    • Add a total AD ratio to Q that scales along with the charge, synergizing with his E's AD bonus (nerf base in compensation).
    • Enhances his thematic as a ruthless cleaver tossing bruiser.
    • Visually update his cleaver to be bigger. :)

#W Ideas

  • Add visual reasoning to Mundo's W, such as lighting himself on fire using chemicals or an incendiary.
  • Add a duration and cooldown to limit stacking effectiveness as well as to buff the ability to give him another "window of power" where he is at his max dueling capacity.
    • Would still give stacks per second during the duration.
    • Or ignore the duration and cooldown suggestions and just remove interaction with his passive.
    • Or keep them and remove the health cost. (caution: thematically makes no sense)
  • Or just rework/replace his W. (it does seem outdated, though removal/rework is not necessarily necessary. definitely a consideration though)

#E Ideas

  • Put a slight cast time on E where he injects himself with a syringe that does all the current effects in addition to a slight burst of speed (think Vlad Crimson Rush) to make up for the cast time. (still costs health, gains AD per life missing, first hit deals bonus damage)
    • Fits thematically as the source of his strength.
  • See: 'Passive Ideas' for W passive swap with innate passive suggestion.

#R Ideas

  • Possibly change to simply amplify his passive for a duration while increasing movement speed as it does now.
    • Possibly not include magic resist portion of it.

#Purpose

  • One of the two main ideas behind this is to amplify thematics. The other is to add more depth to his play pattern namely with the Q charge addition.
  • Mundo would lose his relatively mindless Q spam chasing in return for much heavier, more rewarding charged Q's (and being able to move while doing so).
    • In teamfights, a skilled Mundo could contribute immensely with well-positioned max charge Q's to cleave and slow multiple enemies.
    • Additionally, a new laning dynamic is added by removing minion shielding as a defensive option vs Mundo's cleavers should he fully charge it; however, it can still be dodged with relative counterplay due to the self-slow and the charge time (so hiding behind minions is still the right thing to do, just keep in mind he has the option to cleave through them if he charges it).
  • E + Q combo rewards him for spending more health for more temporarily more damaging Q's in lane.


#Considerations

  • With general additions, power budget is to be considered and some or all aspects may need anywhere from minor to massive tuning.
  • Passive and Ult suggestions may serve to create overbearing amounts of Magic Resist. (consider only increasing healing portion and not the MR with ultimate cast)
  • Balancing passive healing when in combat vs champions and when out of combat for effective health cost coverage when no enemy champions are nearby as well as proper amounts of healing when there is a champion. (I'm sure the balance team could handle this)
  • How to balance ultimate usage when out of combat (should he be able to acquire max stacks for passive non-combat usage/Warmogs-esque healing like current? or should his ultimate be limited to use when he is in combat?)

Thoughts?

13 Comments

Ralanr2 votes

I could do without his W at all honestly.

OyddAWqJ5r1 votes

I'll add that to the idea list.

Teridax682 votes

Here's what I'd propose for a gameplay update:

  • Innate: Dr. Mundo stores a portion of all the damage he receives (including self-damage) as Grey Health, which decays while out of combat. Hitting an enemy champion (and perhaps large monsters) with an ability causes a portion of this Grey Health to regenerate over time, stacking indefinitely.
  • Possible Q alteration: Infected Cleaver doesn't slow at all or refunds its health cost as a baseline, but applies a much stronger slow than its current value if it travels a certain minimum distance, indicated by a visual cue.
  • W I agree should be reworked completely: Mundo injects himself with a foul mixture, and enters a frenzy for the next few seconds. During this time, Mundo is completely blind, but is unstoppable and repeatedly swings his cleaver in whichever direction he is facing, dealing large amounts of physical damage with each strike to all enemies hit. Mundo cannot attack while frenzied, but can use all of his other abilities.
  • Let's call this one Vivisection, because Blind Rage or Burning Agony would likely not be as thematic.
  • E I think should be reworked to be a more interesting steroid: Dr. Mundo damages himself to empower himself for the next 1-2 seconds (basically a very short duration), granting himself bonus movement speed for the duration and causing his next basic attack to deal bonus physical damage in an area based on the damage dealt. Casting Masochism while the empowerment is still active refreshes it and deals twice as much self-damage as the previous cast, stacking indefinitely. Has either no cooldown or a very short cooldown, and could probably lose the auto reset.
  • R: Dr. Mundo embraces the healing virtues of pain, causing all damage he receives from enemies for the next few seconds to be negated (still counts towards his passive) and instead grant him a shield for a portion of the value. The shield decays over time.
  • Should probably rename the ult to Masochism and the E to Sadism in this case.

Basically the idea here is to make Mundo the king of steroids, while still giving him interesting gameplay and allowing the enemy to outplay him in more interesting ways, including if they're melee. As a juggernaut, his unique strengths should be his poke and tremendous regeneration, but he also needs to play much harder with his health costs, and should time his abilities for the right occasions, rather than give himself tons of persistent power. Ideally, he should be at his strongest when he catches enemies and anticipates how they'll react against him, but should be weak to enemies who can exploit his health costs and lack of information to avoid getting hit, and thereby prevent him from regenerating as well.

OyddAWqJ5r2 votes

You're a gameplay Warden now? Cool stuff dude.

Mostly I just would prefer if Mundo's Q received the changes as imagining an updated Mundo with the same exact Q sounds terrible which I assume is the direction they'd go since it's "his iconic ability" aside from his ult. But I disagree and think Q is the only thing that actually needs real changes and the rest could just use some form of modernization and thematics updates.

Also uh that W haha. Interesting concept but I don't know how well total blindness would go over.

Teridax682 votes

I am, yeah, and thank you! I'm not posting here as a Warden in any respect, but I do pop into threads now to do Warden stuff, alongside my usual routine of sharing my weird gameplay opinions. :P

[{quoted}](name=Sleeper Cell,realm=NA,application-id=3ErqAdtq,discussion-id=tmUaHiNh,comment-id=00070000,timestamp=2017-08-13T17:56:44.382+0000)

Mostly I just would prefer if Mundo's Q received the changes as imagining an updated Mundo with the same exact Q sounds terrible which I assume is the direction they'd go since it's "his iconic ability" aside from his ult. But I disagree and think Q is the only thing that actually needs real changes and the rest could just use some form of modernization and thematics updates.

I think it depends on what the current issue is with Mundo's Q: Riot mentioned that they'd like to keep Mundo's poke, and right now one of its biggest problems is how persistent its slow is, but another potential issue could be the lack of telegraphing to a far-reaching ability that can whittle down the enemy top laner rather quickly. Changing or reworking the ability to let Mundo's target know that he's going to fire a cleaver could definitely make him more interactive in lane, and afford him more power elsewhere.

[{quoted}](name=Sleeper Cell,realm=NA,application-id=3ErqAdtq,discussion-id=tmUaHiNh,comment-id=00070000,timestamp=2017-08-13T17:56:44.382+0000)

Also uh that W haha. Interesting concept but I don't know how well total blindness would go over.

Agreed, this is one of those suggestions that really needs testing to see how it plays out in practice, no matter how it looks in paper. The idea here was to allow Mundo some persistent AoE damage and CC resistance, which is at the core of his current W, but also amp it up while making it more interactive, so that enemies could still outplay him by moving out of the way and tricking him: hopefully, the gameplay of Mundo guiding himself with impact sounds and predictions could work, but if the blindness makes it too random for everyone involved, it might be better to look for some other kind of self-debuff, or another mechanic entirely.

Onandaga1 votes

I'll be happy as long as he ends up feeling like are you are actually playing the Incredible Hulk. Right now he doesn't have that overall "behemoth" feel like other Juggernauts such as Nasus, Morde, and Garen do and instead he feels you are playing a monkey that is running around trying to annoy the enemy team as much as possible.

I would agree about removing the W. Much rather see it replaced by something that feels weighty.

It Hertz When IP1 votes

W as is makes no sense or gameplay-wise and doesn't belong in his kit at all. It's there just so that he has SOME form of waveclear, but it's really lackluster in that regards. Given that everyone calls Mundo a tank (apparently incorrectly), and he builds almost entirely tank items, I'd say make W either a defensive or a CC ability.

Q needs some kind of scaling. Right now, there is none, which is kind of weird for a damage ability. Given that E scales off of max health, Q's scaling should match up with whatever new W scales with: armor, MR, AP, etc.

E's good. Makes sense, scales with a tank stat, all cool here.

R also needs a rework. It's too heavily countered by Grevious Wounds, meaning that (depending on whether the enemy bought that) it's either stupidly OP or stupidly weak; kinda similar to his passive. I'd say he needs to lose one of them, as it's double dipping, preferably his ult. His passive is what helps to define him as a HP-stacking tank/juggernaut/bruiser/whatever new term is being thrown around. Toss his ult in favor of something defensive.

OyddAWqJ5r1 votes

Suggested Q scales with AD which he gets from E which scales with missing HP.

I don't expect a Mundo to build AD just cuz he has 1 total AD ratio on his Q when his whole kit revolves around health and staying alive.

But yeah, his whole kit is way too archaic.

AFK Push1 votes

His Q and E feel very good right now. His ult and passive need to be reworked, because everytime they buff his base stats or ult they revert it immediately lol. His w feels shitty right now, mostly, because sunfire does less than half the damage it used to. The only good thing about it was the tenacity, which I think a champ that has no hard cc or gap closers needs think gayron. It would be nice to see some ad scalings on other abilities, due to items like item 3748 being good on him, but feels out of place sometimes. Btw the mr passive is on his E right now, not his ult.

OyddAWqJ5r1 votes

{quoted}

Btw the mr passive is on his E right now, not his ult.

Gotta reread that part fam.

Critkeeper1 votes

How is this for an idea:

Mundo has a resource called insanity. Mundo's maximum insanity is equal to his maximum health.

Any health he loses is converted into insanity.

Mundo's passive causes him to drain 10% his current insanity per second, causing him to restore 1 health for every 2 points of insanity drained.

Mundo's ultimate causes him to gain maximum insanity every second for 8 / 10 / 12 seconds.

AFK Push1 votes

Also, Op take a look at the new zaun. Urgot, warwick, biochem warriors (augmented singed, chemtech tryndamere, the thug that ekko fought in the cinematic). What if he pumped himself full of biochemical enhancing steroids for his ult or W, that would be good thematically and for clarity/counterplay.

zxinferxz1 votes

I have 800 Mundo games and I sincerely ask you to please stay away from my main, because I hate all the ideas you brought

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