Morde Shield Suggestion

OyddAWqJ5r··1 votes·420 views

Instead of having the shield be generated via % of damage dealt how about having each ability generate a percentage of his max shield strength based on targets hit?

Could look something like this:

Q: Generates 25% of max shield strength per unit struck. If the target is alone the shield gain is increased by 65% (41.25% max shield strength).

W: Generates 5% of max shield strength per second for each unit struck (max 4).

E: Generates 25% of max shield strength for each unit struck (max 4).

R: Generates 50/75/100% of max shield on cast and 10/15/20% of his shield for each second the target is cursed.

(All of this could be loaded onto the passive's description)

This way he doesn't have to build full AP to effectively recharge his shield. He won't be as useless to the team if he falls behind in lane since his shield doesn't rely on his damage output. This also removes some snowballing for the same reasons. Also, the 50% reduced generation on minions and monsters wouldn't be necessary here since the amount generated is fixed instead of scaling on the damage dealt.

Numbers all subject to change (they are blatantly overtuned on purpose).

Thoughts?

6 Comments

Star PlatinumELO1 votes

anything to bring Morde back

Moulin Rouge1 votes

Imo, his terrible mobility is the one thing that keeps him from being toxic op status. He doesn't need any buffs, he needs a rework.

Decrit1 votes

I see some fault in this... I like the concept of making him less weak to fallback, less reliant to damage done and i would support this idea immediately but let' s analyze it a little deeper...

His skills mostly deal only damage, besides the W utility and the ultimate. One of the intresting things about Morde is how he trades offensive power for more durability in fight, or in order to deny enemy burst damage. Damage it' s his only team contribution, as now, and his shield is knitted to that. If his shield becomes less reliant on damage done, this means he has less intrest overall to biuld AP- and this is fair - but by building tanky he gets stats that are useful only for himself and does not sinergize at all with his kit in order to bring his team to victory because he deals too much low damage: he does not cc, he does not buff, he does not protect... only does mild damage in the middle of a teamfight, the only thing he would be good at is keeping the enemy ghost ( that would thill be not so much efficient: in order to kill you must have upper hand, and if he plays bland/pasisvely...).

In few worlds, while i think %shield is a good idea by itself it's not for the current mordekaiser because his kit it' s that way: being risky and more damage-reliant and having tradeoffs for building tanky is what makes Morde Morde, and makes his gameplay intresting and fun, while in the case you said it would quickly devolve in a unefficient version of mundo.

OyddAWqJ5r1 votes

Why would someone build something knowing it'd make them useless? You have more freedom to build tank stats with this, yes. But it doesn't mean you can't build AP which is where all his damage comes from.

TL;DR. Still build whatever makes him win.

Decrit1 votes

ehr, guess you did not got my point...

It'm s a convulted concept, so allow me to resume it in just few words, even if not exactly the right ones: plain and boring as hell.

OyddAWqJ5r1 votes

That makes no sense. I understood exactly what you said and it's flat out wrong. If he needs to build AP to be useful then guess what? He's gonna still build AP.

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