Let's Discuss Mordekaiser's Kit
Let me start by assuming that I, as well as many of you, love to play Mordekaiser a great deal. The Master of Metal, the founding member of Pentakill, the Hero of Brazilians everywhere, whatever you like to call him, there's no denying Morde is one of the most unique champions in LoL's roster. Where other champions rely more on crowd control effects and repositioning spells to aid them, Mordekaiser eschews these to bring delightful pain to everyone around him. As the game--and subsequently the champion pool--has become more advanced and diverse, however, Morde is having a harder and harder time keeping pace with them. Riot has stated that he is up for a visual update soon(tm), so let's see if we can convince them to add a gameplay rework along with it.
Below are some ideas about Mordekaiser's kit that I think can benefit him with the changing landscape of the League of Legends. Keep in mind that I'm not particularly skilled at the game (SIlver V for life!), nor do I have any experience with game design or balancing. I'm just a concerned player who wants his favorite champion given the attention he deserves. Any suggestions and criticisms you guys have are welcome.
Mordekaiser, as he is now, is usually built to be immensely bursty, taking out a single champion out of the fight and using their ghost to clean up the rest. And yet, his VO and lore paint Morde to be a very cruel champion, taking pleasure out of the pain of others. Does instagibbing someone really fit with that aesthetic? My belief is that Morde's new kit should trade some of his burstiness for survivability; let his damage rack up over time, giving him time to bask in the agony of his enemies before inevitably killing them and bringing them back as his slaves.
As an aside, another thing I like about Morde is his complete lack of crowd control or mobility spells, the thing that will forever keep him away from the LCS. I know a great many of you want to see Mordekaiser get some form of CC in his kit. You won't see it here. I firmly believe that Morde's distinct lack of any slows/stuns/what-have-you in addition to his immobility is what makes him truly unique in League; no other champion lacks CC or a movement spell like Morde does in the game. Call me silly, but keeping Morde CC free is one of my goals for this suggested rework.
PASSIVE: Iron Man Morello commented in an earlier thread that out of all of Morde's kit, his passive and his ultimate would be left as is. While I have some issues with the ulti that I'll get into later, I agree 100% that his passive is just fine as it is. The second health bar it provides makes Mordekaiser the premier counter to most assassins, a valuable niche that keeps him somewhat viable in higher tiers even today.
Q: Mace of Spades Of all of Morde's basic spells, this one is giving me the most trouble. Should it stay the same? Not necessarily. While it's a fantastic dueling spell, I think we can come up with something a little more interesting than just some extra damage. I suggest that, while it can still keep its AoE component, we could get rid of the single target nuke in favor of a damage amplification debuff: when Morde strikes an enemy champion or epic monster, his damage towards the target is increased by a small amount for a few seconds (I'm thinking somewhere in the ballpark of 10% at rank 1, with an increase of 5% per rank for 5 seconds at the most). If Mace of Spades is used while the target is nearby other enemies, it will echo out as usual, though they will not receive the debuff. This still keeps Morde's dueling potential, but doesn't punish him nearly as much when he inevitably gets ganked or uses his Q during chaotic team fights.
Also, maybe MoS can proc on towers and structures as well? Have it deal reduced damage if you must, but considering Nasus can Q towers, TF can proc his blue cards on them, and Azir can even spawn his soldiers in them for extra damage, is it really so far out there that Morde can start pimp slapping towers like the badass he is?
W: Creeping Death
And now we come to Morde's best skill, which amounts to a
that deals more damage and has 1 1/2
thrown in for good measure that can be put on any allied champion or minion. It's come to the point that, if I'm up against a melee champ in lane, I'll max it over E for the additional damage it provides during trades. This spell has also always bothered me; an ability named Creeping Death that...only protects someone? Yes, it does damage to nearby enemies, but it always felt like a disconnect for me flavor wise.
This is why I suggest that we split up the components of the ability: when cast on himself or an ally, it gives the same defensive buffs it used to, but no longer deals damage. If cast on an enemy champion, however, it transforms into a powerful DoT that eats away at their health, dealing half of its damage to all other enemies around the afflicted champion. With this, I hope to give Morde some meaningful choices that he sorely lacks. Do you protect your low health
, giving him the resistances that may help him survive, or do you throw it onto the
chasing him to clean up as you sacrifice your comrade to pad out your KDA? The numbers of the damage portion will have to be tweaked a bit. I highly doubt Riot wants any champion to have a spell that does upwards of 800 damage to a single enemy champion with no hope for counterplay.
E: Siphon of Destruction
Another problem with Morde is his absolute reliance on
to survive...well, anything. While he remains the only champion with no mobility spell or crowd control, Morde is also the only champion who uses health as a resource and no way to reliably gain health back (not without using his ultimate, anyway). While this was counteracted with Morde's passive when he was first released, the shield has since been nerfed and now he struggles to deal with both his health costs and keeping it up in the face of champions that will have longer range or just more damage earlier on than him.
This is why I suggest that we reduce the damage of Siphon, but have 5/10/15/20/25% of all damage it deals be returned to Mordekaiser as health, with the amount doubling against champions. This will lessen his reliance on
, allowing him to let his early build path expand.
R: Children of the Grave The other iconic part of Morde's kit, the live version devours nearly 1/4 of a target's max health late game, effectively acting as an execute against low health champions. It also heals Morde equal to the damage dealt. With my suggested changes to Siphon of Destruction, however, I feel that the heal is no longer needed. Instead, Morde and his allies should gain vision whiles the champion is afflicted with his curse, allowing them to more reliably kill someone if he's forced to pop it early (or just needs to use it before level 11, since its damage at rank 1 is rather pitiful). The ghost's AI also might need to be tweaked, as I find when I select a target for it to attack, it will usually wander around the target before doing so. Anyone else having this problem?
Again, if you have any suggestions or changes of your own you would like to field, comment! Let's see if we can give Riot some ideas for everyone's favorite Master of Metal!