Morgana's Snare length is just too long. Especially for its range/hitbox width and damage.

ChickenWrap·7/29/2014, 5:52:06 AM·22 votes·11,677 views

Fiddlesticks has a 3 second fear? Nerfed. Rammus has a 3 second taunt? Nerfed. Morgana has a 300 + 90% AP damage nuke that prevents you from moving that has the range of a Nidalee spear and prevents you from moving for three seconds? Balanced.

Is that balanced? This game has evolved a bit. Almost every champion now has a gapcloser. The snare does not need to be three seconds long for how far away it can be cas from and for how much damage it does. Morgana has become pretty much a "support only" champion only occasionally being put in the mid lane. Do you want her to be a support or a mid, Riot? She can't have a kit that lets her excel at both. That's the exact problem with Lulu that you're still trying to work on. I thought you said you were moving away from things like the three second snare, saying that only things like Ashe arrow should be anywhere near that powerful due to how hard it is to hit. This is understandable. I see that Morg's snare is not just a point and click, but it is still extremely easy to land, and can be cast from an extremely long range. This kind of damage should not be linked with this much of a utility ability that can win fights before they start even if the entire enemy team is grouped together.

What I would suggest is to reduce her snare to 2 or even 2.5 seconds and reduce the AP ratio to 60% down from 90%. Let her keep her range.

Alternatively, reduce the range down from 1100 to 850 or so, and reduce the damage dealt from 90% to 80%.

Both these changes will make her far more bearable.

Anyone else have any suggestions?

79 Comments

cshakes7/29/2014, 10:52:21 AM5 votes

I agree with you on the Q; however, I'd like her shield to get a nerf, too. Either making the shield's value less or its duration less. Comparing to other supports' shields: they're both 5 seconds in length, but while Morgana: 95 / 160 / 225 / 290 / 355 (+ 70% AP), 5 seconds, immunity to CC Janna: 80 / 120 / 160 / 200 / 240 (+ 70% AP), 5 seconds, up to 50 extra AD Karma: 80 / 120 / 160 / 200 / 240 (+ 50% AP), 4 seconds, up to 60% MS for 1.5 seconds Lulu: 80 / 120 / 160 / 200 / 240 (+ 60% AP), 6 seconds, Pix-enhanced autoattacks Thresh: 60 / 100 / 140 / 180 / 220 (+40% AP), 4 seconds, multi-target (lantern)

Notice a common theme? Apart from Thresh's lantern, all other ally shields are 80 / 120 / 160 / 200 / 240 plus AP. Morgana gets 95 / 160 / 225 / 290 / 355 and the highest AP ratio. Personally, I'd nerf her shield's length to encourage using it for clutch saves rather than just tossing it at someone and making them immune to everything. Barring that, nerf the strength so it can actually be broken.

Marthian7/29/2014, 6:06:14 AM4 votes

I think the biggest issue (And a starting point) is how she point-blanks you with her Q for no risk/high reward for Morgana. I kept throwing the idea around my head on making it scale similar to Xerath's E. So it would be short (and deal little damage) if she point blanks it, and up to it's current (or less) values the further it goes.

To be honest, Morgana might need a rework. She has quite possibly the easiest access to gold out of any support since with Spellthief, since it has a sizeable AoE, long range, and Procs Gold PER damage tic. CC is strong, but she's practically the only champ that can reliably ignore CC or allow someone else to. I think her ult is fine since it has a bit of risk for everyone involved.

Luner Hunter7/29/2014, 6:08:45 AM4 votes

lmfao you sound like you just got your ass stomped by a morgana and are crying about it on the forums! Her Q is just fine it has the majority of her damage loaded onto it and the rest of her kit depends on landing that Q pre-6 and team fighting with her piratically ignores her Q unless you're not flash-R-hourglassing... if you dont want morgana to Q you maybe you should invest in a item 3102? or reduce the time with item 3111 or even use item 3139 or item 3140 any reduction in the stun time would have to come with a damage buff as she HAS to have them Q'd to stick them into her W for the duration which has the OTHER HALF of her damage in her kit through out the whole game sure you can ult but that has a 60-200 second cooldown where her Q and her W are her only sources of damage... so stop QQ'ing (oh the irony there) about her Q and learn to dodge some skill shots and build some items :o

EDIT : she's a mage not a support but shes played as a support like zyra use to be and annie if rito ever did anything but nerf supports you'd probably see something besides AP midlaners bot! :O

Meep Man7/29/2014, 10:21:44 AM4 votes

Look to counter problems that face you. The problem with Fiddlestick's and Rammus' fear and taunt were that they were instant and undodgeable. I'm still curious about Rammus a bit, but I see why for Fiddlesticks. The reason why Morgana's was kept so long is due the fact that it's projectile speed is slow, therefore being able to be dodged. Therefore, it can be whiffed. Maybe reduce the damage slightly, but it doesn't deserve many nerfs.

Sire Hippington7/29/2014, 5:17:45 PM3 votes

I totally agree that her Q shouldn'T last 3 sec, and i think Morgana could use a slight rework, as her Blackshield is even worse than her Q imo. No non-ult skill should have a cc lasting for longer than 2sec(besdies slows). 3 sec with no mobillity at all is simply death for a squishy in a clash. Also, CC-imunity for 5 sec on demant for anyone doesn't fit into lol, it throws over the balance and screw cc-focusedstanks and hard-initiation.

I think her Q duration should be 2sec all ranks, and maybe adjust her cd to 12/11.5/11/10.5/10 sec from 11all ranks so she still gains increased utillity from ranking it. Her W could simply deal the same total damage over 4 instead of 5sec to balance out the 1sec lower snare, and her ult could gain 0.5sec shorter leash-duration till the stun. This way she wouldn't rely that much on Q anymore and have around the same all-in effecktivity like befor on her own.

Her E however could get reworked into a spellshield(like sivirs, just that it also can be cast on allies) that grants a damgeshield if popped. That way she would grant cc-imunity, but could bloack a crucial cc-skill with the right timing, or simply block away damage. if not reworked, the E should just get a much lower value and duration to offer some more counterplay.

I also think that all shields need a lower duration, like 2sec, so they are realy used reactivly to respond to damage. Currently, there is no counterplay to most shields as they have a nearly 100% uptime(most shields have 5-6sec duration and with 40% cdr a 6sec cd). That means u either don't do anything, or u burst through the shield makein it simply a increase of effecktive hp ur enemy has to burn through withno further interaction

Earl Eulrich7/29/2014, 9:17:45 AM2 votes

Though the bigger trouble still is the Black Shield. It´s an ability that would fit better into Dota than LoL...just countering every CC there is and therefor most Initiation, winning a lot of games all by itself. So I think Morgana really would need a full rework, currently her kit is waaay to powerfull in most Situations, and mostly low risk -> high reward (stand back, wait for a binding to hit ->profit, no fear of getting initiated on while q is on cd due to massive waveclear+BS).