Mord Rework proposal
Quick link to my last [Kindred] proposal: [Shameless plug.]
That out of the way. It's no secret that Mord has issues. So not long ago, I attempted to hijack a MM thread to get some feedback. There was surprisingly little attachment to his kit, so I decided to throw out some ideas based on those responses. Disclaimer: I do not Play Mord. As someone who primarily plays utility heavy champions, I can just ignore him as an opponent. (>_>)
So! Initial goals:
- Battle-mage Juggernaut. High damage, high durability, no mobility, dark magic.
- Prioritize burst over DPS Not quite Assassin level separation though.
- Some type of utility. Probably soft CC; no lock-down.
- Metal. Wrecking balls need not apply.
- Add skill expression Make Mord work for his damage. Give opponents an opportunity to get around it.
- Less feast or famine. Passive and ult cited as prime offenders.
- Maintain a ghost/enslavement style skill His ult is iconic, thematically. But identified as a balance problem.
- Not overlap With Darius or Vlad You laugh. . .
Willing to sacrifice:
- Kit Everything was listed as at least indifferent multiple times. Though notable deviation existed as to what should actually be removed.
- bot lane viability Some praise it, others condemn. Can't really please both parties. Sorry guys.
OK. So now let us start building a frame-work.
From a game-play perspective, Mord strikes me as someone who just picks a direction and starts walking. It's not that he thinks he is better than his opponent(s), he has no adversaries worth noticing. And he's not going to pull his punches just because some mortal is in the general vicinity.
Disclaimer: I am not a numbers person. Consider all numbers to be representative of the concept, not a final value.
>Passive: Iron man
Mord's abilities have abnormally long cast times and will complete even if even if he is killed. During ability casts, he gains 10/15/20/25% damage reduction additively.
(For back-end viability: If Mord's health would reach 0 during an ability cast, his minimum health is set to 1 and he gains 100% grievous wounds, then takes 100 true damage on completion. And yes, this can theoretically push him past 100% Damage reduction with enough AR/MR.)
>Metal over Mind Mord's abilities are resourceless. Every time he takes damage from a unique champion source he gains 2 stacks of Annoyance (DoT's grant 1 stack). Damaging enemy champions with abilities grants 1 stack for each one hit. At 30/20/15 stacks, Mord's next AA against a champion becomes ranged (Cait trap/net style adjustment), Silences and disarms for 2 seconds, and slows for 30/40/50/60/70/80% diminishing over 5 seconds. (Visually: Mord inflicts a curse on the target and produces no projectile.)
Iron man: There seems to be some attachment to Mord's live passive, but it often works as a "win more" ability. This iteration allows me to retain some concept of it while opening a window to really ramp up his damage. When enemies have 1-3 seconds to get out of the way, you can be assured getting hit will be life threatening.
Metal over Mind: I call this the "fly swatter" scenario. Flies don't generally hurt anything. But when they fly into the window/food/your face too many times, you grab the swatter and knock the bastards into next Tuesday. Less thematically, this is my attempt to Give Mord debilitating and kit-enabling CC without creating a "get close and die" scenario (See: Darius). Opponents will see his resource bar to know when it is available, and actively play a part in charging it. Want to avoid the flay Swatter? Either Avoid Mord, or don't waste his time with piddly "chip damage." If you're an AS Right-clicker: I regret nothing.
>Q: Mace of Spades Mord pulls his mace back over 3 seconds then steps forwards and swings with devastating force in an arc. Re-activating the ability will end the cast time prematurely (minimum: 1 second) for 50/25% damage (2/1 second charge time respectively). This also ends Iron Man (passive) early. The Arc is angled and shifted slightly to his right (mace wielding hand) side. (Mechanically, think of it as a side-ways Diana Q.)
>Physical Damage: 300/400/500/600/700 + 2.0 total AD + 1.0 total AP Cooldown: 8/7/6/5/4 (starts after swinging)
Serves to make his mace not just eye candy. This is also the first example of how Iron Man is being implemented. Getting smacked by a full charged Q can kill you. Without major set-up (or Bronze 6), he will always have to end it early to get anything at all. Just to re-emphasize, this ability is not channeled.
>W: Harvester of Sorrow Mord charges a spell for up to 3 seconds (minimum: 1), then unleashes his dark sorcery on a nearby area. The potency of his spell is increased for each second it was charged. Deals half damage to minions. 1 second: 15/30/45/60/75 + 0.25 bonus AD + 0.5 AP magic damage per second for 5 seconds. First tick (or ability) deals 1/2/3/4/5% current health bonus damage. 100 Effect Radius 1.5 seconds: Cast location is revealed. 2 seconds: All damage doubled and effect radius increased to 125. Mord heals for 10% of the damage dealt; 30% for the first tick. 1/3 healing from non-champions. 3 seconds: All damage Tripled (does not stack) and effect radius increased to 150 . Applies Grievous wounds in the AoE. Mord can still move while charging, but can not AA or use other abilities. Cast location is designated at activation and can not be changed.
>Cooldown: 15 at all ranks (starts on ability activation) Cast range: 400
Brings back his DoT and his heal while also adding a bit of utility. Minion effectiveness reduced to prevent him from becoming a manaless Galio in lane. I'm not sure that the inherent safety won't cause this anyways though. May have to take away his ability to move while charging. Also unsold the Grievous Wounds. Seems thematically fitting (and prevents it from being just a +damage skill), but probably too oppressive from a balance perspective.
If people think that dealing 1125 +15% current health potential base damage at rank 5 is a tad ridiculous, just remember: you got a 1.5 second target warning and you stayed inside it for the full 5 seconds. 6.5 seconds of broken legs is also a tad ridiculous.
>E: Metal Thrashed Souls Mord grips His mace with both hands and raises it overhead for 1-3 seconds, before slamming it into the ground. On striking the ground, souls are rapidly expelled around him dealing 200/250/300/350/400 + 2.0 total AD + 1.5 AP and shredding 45% of resists for 4 seconds. This effect is reduced by 1/3 for each second if the cast time is ended early.
This skill's primary use is in the resist shred and channel breaking.
>R: Party for the martyred The first time Mord levels his ult, he must select one of 4 martyrs, each a former hero who tried to oppose him. This decision can not be changed. Activating this skill summons the chosen hero for 30/45/60 seconds. The hero can then be controlled by recasting this ability (even if Mord is casting another ability).
>Cooldown: 160/140/120 Cast range: 650
><Rioter>, the Archer Summon method: ground targeted AA range: 600 AS: 0.7/0.9/1.1 AD: 70/100/130 + 0.5 Bonus AD + 0.75 AP <Durability>: 4/7/10 AA's + 10% Mord's bonus health and resists MS: 325 Skill: Every third AA against the same target (includes structures) deals double damage.
>Shurelia, The Paladin Summon Method: target Mord or Allied champion. AA range: 175 AS: 0.6/0.7/0.8 AD: 50/60/70 + 0.25 bonus AD + 0.5 AP <Durability>: 10/15/20 AA's + 25% of Mord's bonus health and resists MS: 335 Skill: Shurelia AA's heal targeted champion for 25% of damage done.
>Morello, The assassin Summon method: Target an enemy champion AA range: 125 AS: 1.0/1.5/2.0 AD: 25/50/75 + 0.5 Total AD + 1.0 AP <Durability>: 4/6/8 AA's + 15% of Mord's Bonus health and resists MS: 360/370/380 Skill: Deals 10% of targets current health on summon, and 3% missing health on-hit.
>Scarizard, the Mage Summon method: Linear skill shot AA: N/A AS: N/A AD: N/A <Durability> : 7/11/15 + 15% or Mord's Bonus health and resists Skill: On summon or when Mord activates a skill, Scarizard creates an eruption in the affected area that deals 100/150/200 + 1.0 Total AD + 1.5 AP damage over 3 seconds and slows 20/30/40%. When ever Mord uses Metal over Mind, the target is rooted for 0.5 seconds.
Mord's ult is another iconic skill. And it was definitely a requested theme. But it really only has 2 outcomes: do nothing, or create a 4v6. While risk/reward is important, it's possible to be too polarizing.
This iteration continues the theme of a champion falling and becoming enslaved, but removes the polarizing extremes. He is given more consistency in both availability and role of his target, but the potential strength also had to come way down as a result. The durability is a rough idea of how many AA's they could take from an average champion (Note that ADC's and supports generally exists as opposite extremes, not average). There's a reason I didn't do base stats for Mord. (>_>) As for the individual Martyrs: <Rioter>, the Archer: The ADC. Best at structure pushing thanks to being able to "crit" them. In need of a name though. I'm taking recommendations; Which Departed Rioter would best fit the Archer? Shurelia, The Paladin: The support character. Adds another meat-wall to your team and a little bit of healing. Morello, the Assassin: High AS matched with the on-hit gives him the highest non-structure DPS. Add in high MS, and they become a significant clean-up threat. Scarizard, the Mage: Improves Mord's CC while mitigating the impact of his skill delays. Low damage option in exchange for the increased CC.
OK Mord fans. Come at me.
EDIT: Come on Rito. Why are opening posts breaking quotes? This severely affects readability!
EDIT 2: I also invite anyone who didn't respond to the original post to fill out my questionnaire. More input is always valuable!
[{quoted}](name=Ariel the Cruel,realm=NA,application-id=3ErqAdtq,discussion-id=JLa71X1W,comment-id=0014,timestamp=2017-10-10T20:06:56.705+0000)
If/When Mord gets reworked again, what parts would you...
- Want to keep as much as possible.
- Want added.
- Not care about staying or going.
- Want gone.
This in reference to kit, play style, and thematic.