How i would like a Mordekaiser rework to be

Sauronkaiser·11/16/2017, 7:12:00 PM·3 votes·434 views

Previous: Erase allMordekaiser base code and make it again with current standards. This should erase every bug created with the stupidly bad done 2015 rework. Base stats: not as high as other juggers but better than old ones cause of the changes in the mechanics. ---Passive: basically the same, maybe some balance changes in early. ---Q: the same. Has a new effect with other ability, explained later. ---W: the same but 2 changes: -It can be casted alone with normal effect again like original morde -Heal is different: Now Mordekaiser heals the same quantity of damage the ability deals with the second cast and not a flat number + %AP. Example:with 100 AP reactivation deals 220 damage (190 + 30), but enemy´s MR makes him lose only 100 hp, so thats the heal that Mordekaiser gets. ---E: the same but aditional effect and synergie: -When a enemy is hitted, he gets marked for 2,5 secs. All type of entities (except structures) can be affected and theres no limit for enemies marked in a single E. -Mark usage: If a marked enemy receives the hit of the Third-charged Q, all marked enemies gets a % of its damage. The % replicated damage depends of E level, for example 20% at level 1, 70% level 5. The principal objetive of the Q receives the normal damage. ---R: launches a ghostly pincers wich drains %hp of the objetive, similar to old R but more a close-drain effect than a poison. If the enemy goes too far, it gets cancelled (some cd refunded for seconds left when canceled, similar to Garen´s E), lasts a max of 6 seconds and if the objetive dies in any way during the effect, its ghost comes to Mordekaiser , and also Mordekaiser heals for a % of the killed enemy´s max hp. Appart of this, the ghost has the same effects as always had this mechanic. ---Dragonforce: The same but now each drake has a different effect depending type of the drake killed; -Infernal: the same as always -Water: creates a little crater of water in impacts wich slows enemies, like iceborngauntlet. -Mountain more tanky and bonus attack aganist towers, but less attack speed -Wind: shots 3 mini-rounds in each attack, more dps than others but more squishy. -Ancestral: the same as we have now; like infernal but bigger, more hp,damage and range and applies the drake passive in each hit. Also, each type of drake has a different form (like when they were alive) and has a different colour in each Mordekaiser skin.

4 Comments

Mordepool11/16/2017, 8:11:51 PM1 votes

I don't know if I can get behind this concept. That said I'm very torn whether he even needs a Rework. I'm 99.9% sure that if they Reworked Marksman and some hypermobile Champions to have healthier playstyles. Morde would be in a great spot

Arakadia11/16/2017, 10:49:57 PM1 votes

His passive cant be the same without feeling utterly awful. His durability shouldn't and can't be completely reliant on him dealing damage and doing a lot of jt.