[CLASSIC Concept] Mardok, the Grim Reeler

Rektagon··5 votes·4,535 views

[Content deleted until further notice].

22 Comments

2saif4u1 votes

this is actually so sick

2saif4u1 votes

{quoted}

this is actually so sick

but what hapens if he doesnt throw his second q?

Mr Voidling1 votes

I would imagine it'd be similar to Pyke Ult not executing again, he gets a timer to recast Q and if he doesn't then it goes on cooldown. That's my thought anyway. Otherwise it'd be hard to remember if you had already cast it once when roaming and whatnot, and that'd be frustrating, though it could also just change the icon color. Concept seems kind of like Pyke mixed with Illaoi in its kit themetics, which isn't bad. Few things though, his E increases in cost but nothing else so EVER ranking it up is a BAD idea? In general all of his abilities except his R go up so much in mana cost that upgrading them isn't really worth it. His W goes up by 15 mana each rank but only 12 damage. Ult doesn't cost more when ranking up so that's why it is actually decent to level up. Otherwise you're probably better off just conserving mana by not leveling up his abilities past rank 1. Also all abilities except R are based off of his BASE AD, so 25-30% generally = 30-36 damage at level 18. His ENTIRE combo would deal about 440+66(bAD scaling)+24(Passive)+48(40% Total AD but no other scaling for Total AD so building damage is far worse than building tank)+120(basic attack) = 698 damage. Pyke deals 1,040 JUST from the base damage of his abilities, no scaling or basic attacks added in. But that's just a numbers game, so it isn't particularly important. I'd recommend increasing the utility of his abilities with each rank though, like his trap and his boat ride make them more useful as he levels them up (longer range, longer stun, lower CD, something), and lower the mana cost on W and E. As well consecutive casts of his R should deal increasing damage if the mana cost goes up that much, similar to Kassadin R.

Rektagon1 votes

[{quoted}](name=Mr Voidling,realm=NA,application-id=A8FQeEA8,discussion-id=EBs9K3Wx,comment-id=000000000000,timestamp=2019-07-13T18:21:09.461+0000)

I would imagine it'd be similar to Pyke Ult not executing again, he gets a timer to recast Q and if he doesn't then it goes on cooldown. That's my thought anyway. Otherwise it'd be hard to remember if you had already cast it once when roaming and whatnot, and that'd be frustrating, though it could also just change the icon color. Concept seems kind of like Pyke mixed with Illaoi in its kit themetics, which isn't bad. Few things though, his E increases in cost but nothing else so EVER ranking it up is a BAD idea? In general all of his abilities except his R go up so much in mana cost that upgrading them isn't really worth it. His W goes up by 15 mana each rank but only 12 damage. Ult doesn't cost more when ranking up so that's why it is actually decent to level up. Otherwise you're probably better off just conserving mana by not leveling up his abilities past rank 1. Also all abilities except R are based off of his BASE AD, so 25-30% generally = 30-36 damage at level 18. His ENTIRE combo would deal about 440+66(bAD scaling)+24(Passive)+48(40% Total AD but no other scaling for Total AD so building damage is far worse than building tank)+120(basic attack) = 698 damage. Pyke deals 1,040 JUST from the base damage of his abilities, no scaling or basic attacks added in. But that's just a numbers game, so it isn't particularly important. I'd recommend increasing the utility of his abilities with each rank though, like his trap and his boat ride make them more useful as he levels them up (longer range, longer stun, lower CD, something), and lower the mana cost on W and E. As well consecutive casts of his R should deal increasing damage if the mana cost goes up that much, similar to Kassadin R.

The All-Father has noticed me, at last.

The E was an oversight. I'm thinking of increasing the radius, or even number of allies that can be taken, per level. I just instinctively raise mana costs with level.

W is not done proportionately, which is another oversight. I guess that's the drawback of having a champion with no AD/AP scaling. I'm going to try to change the damage per level.

The R is broken in terms of mana so I'll fix that now.

Thanks!

Rektagon1 votes

{quoted}

but what hapens if he doesnt throw his second q?

If he does not recast Q, the ability will go on cooldown after a short while. When the CD elapses, as long as he is in the ability radius, Fisherman's Fury will be available.

Thanks for asking though.

Rektagon1 votes

{quoted}

this is actually so sick

Thanks man :)

Rektagon1 votes

Changed Mardok's ultimate so it matches more (thematically) and comes across as less "I copied Nautilus' homework".

Rektagon1 votes

Changed his passive. It's clear that the whole 'Soul' thing was not working. Too similar to Illaoi, and also didn't work with the rest of his abilities.

Rektagon1 votes

Mardok rework! Changes listed below.

  • PASSIVE: Gatherer of Souls; Mardok can now buff himself with the stats of fallen enemies, updating over time to their new stats upon killing them again.
  • Q: SOUL SNATCHER / FISHERMAN'S FURY; Mardok can now hold Q to reel in hooked enemy champions a specific distance towards him. In addition, both instances of the ability deal damage, whereas before, only Fisherman's Fury did.
  • W: URCHIN TRAP; no longer a bait and no longer has a lure radius. Yes, that was a unique form of crowd control, but it didn't make sense - why would a human be affected by, say, a bait? Thus, it's now a fishing net, which come to think of it makes way more sense. Not sure whether I want him to sweep the net, dragging all enemies to one place, or if he should just toss it - but it's a toss for now.
  • E: BLEAKEST VOYAGE - mana cost changed.

Overall I've modified damage too, it's clear he wasn't doing fuck all before.

FlameHalbrdOkido1 votes

Stealing stats is usually relegated to ults...also it can be feast or famine depending on how its used This passive is pretty feast or famine since it relies on his team getting kills to use. If Mardoks team is getting kills they keep getting stronger. If they are dominating the passive becomes useless. If his team isn't getting kills he can't use his passive, and is useless. u need a new passive.

How about something Like Swains passive were every time a nearby champion is immobilized he steals a % of their Max HP and grants it to nearby allies for a heal?

This is something that can be used often, and will be effective no matter what is going on in the game, and has a similar

Q seems like Thresh's Q except with a mercy cast if he misses, an AoE component if within range and with no dash, and his theme was already very close to Thresh's to begin with. which is sad bc the rest of the kit is pretty interesting and unique

how about having him create a tidal waves?

Undercurrent: Mardok pulls enemies in the targeted area for 250 units.

The area can be a constant pull over x seconds to anything that enters, or it can be a multicast ability with up to 3 mini pulls like Aatrox's Q except it would be at the target area at range.

If you MUST keep the fishing line aspect it can work like this

Soul Line: Mardok casts his line Bobber to a target area which stealths after a brief delay. The Bobber remains for 15 seconds and slowly moves towards him if he is more than 1200 units away, canceling and returning if he is more than 1500 units away. The bobber attaches to a unit upon contact, slowing them for 2 seconds. Range: 1100 Cooldown: 21/19/17/15/13

While the bobber is Deployed Soul Line becomes Undercurrent which may be re-activated up to 3 times at no cost. Undercurrent: After a 0.3-second delay, Mardok pulls enemies and/or the Bobber in the target area centered on the cursor, dealing damage to all units. Slowed or Immobilized units are pulled further. Range: 850 CD: 1

This should play more like a fisher man and it allows him to play a little game with the opponents, where is the Bobber? He can turn 180 degrees to turn the pull into a push. Is he using undercurrent to push the bobber towards them, or will he attempt to push them towards the bobber? maybe the bobber is ALREADY behind them (if he threw it from brush or pre-planted it b4 they came) and he's simply waiting for it to creep up on them, maybe some minions simply got too close to it and he's pushing them away with undercurrent. It plays the Fishermans patient wait game for the fish to fall for the trap. This is VERY different from Thresh's throw a hook and catch someone instantly. It also features the "reeling or yank" that is different from Thresh's yanks, bc the target can still move BUT they are slowed which makes them doubly vulnerable to Undercurrent casts. So its really important for Mardok to plan his Undercurrent casts so he has at least one saved for a pull. If he used them up setting up his Bobber slow he wont have any for the enhanced pulls. The biggest thing that separates this version is that it can effect multiple people tho even if it still singles out one, ESPECIALLY if u land the bobber on a champion and still have ALL three casts of Undercurrent which u can use to pull them VERY far towards u. this version probably even works better with the E as well, as u could pull them towards the net with Under current and then pull the bobber to them

I really didn't want to do a sort of Swain E where it would root or pull on the way back bc while its certainly different from Thresh to make it a ground targeted AoE that CC's on the way back, his theme and weapon is still WAY too similar to Thresh's for that. This set up i feel is closer to Fishing without getting too close to Thresh.

I think E needs a max range, it can still have a largish range but i think u should keep it pretty low in comparison to other abilities that allow champions to take allies with them BC, they are VERY powerful and get abused in Pro-play leading to balance issues. It should be noted that Ryze, Bard, Thresh, Kalista, Ivern and Tahm grant allies strongish dashes, and Tahm, Ryze, Kalista have all been nerfed for various reasons mostly connected to pro's abusing them and regs not, and the rest (Bard, Ivern) are probably purposely kept weakish.

i wouldn't do more than 1000 units at max rank bc again cross map mobility WITH teammates is SUPER strong even if it is to a preplaced ward, thats a either a really strong engage or really strong escape.

instead of saying max of 1 Lighthouse per lane bc that would be weird to code, just say that Lighthouses cannot not spawn within 3000 (or something) units of each other up to a max of 3.

Rektagon1 votes

Stealing stats is usually relegated to ults...also it can be feast or famine depending on how its used This passive is pretty feast or famine since it relies on his team getting kills to use. If Mardoks team is getting kills they keep getting stronger. If they are dominating the passive becomes useless. If his team isn't getting kills he can't use his passive, and is useless. u need a new passive. How about something Like Swains passive were every time a nearby champion is immobilized he steals a % of their Max HP and grants it to nearby allies for a heal? This is something that can be used often, and will be effective no matter what is going on in the game, and has a similar

You're right...the passive sucked. I'll think of something else.

Thanks

FlameHalbrdOkido1 votes

Since you used a lighthouse in abilities i thought u might want to take a look at this

https://cdna.artstation.com/p/assets/images/images/018/609/488/large/efflam-mercier-fdn-shd-161206-nightmares-serpentworm-v003-em-copy.jpg?1560025299

https://www.artstation.com/artwork/L2l6LK

Lighthouse comes to life, and the twisted version it's past self voluntarily misdirects passing ships so that they crash ashore, then torments the marooned sailors.

seems a lot like ur current design no? Maybe u could pivot to this? it could pull u away from that theme thats 2 close to Thresh

Rektagon1 votes

seems a lot like ur current design no? Maybe u could pivot to this? it could pull u away from that theme thats 2 close to Thresh

How would this work for Mardok?

FlameHalbrdOkido1 votes

{quoted}

How would this work for Mardok?

either turn him into the spirit that has possessed the lighthouse and lures people to their doom

Rektagon1 votes

{quoted}

either turn him into the spirit that has possessed the lighthouse and lures people to their doom

But the point of the lighthouses is to guide his ship.

That said I like the idea for the revamped Q. I'm going to implement it, as well as making some changes to his passive and W. We gucci, Okido. We gucci and versace in this.

EDIT: Holy shit I only just got what you meant. I am dense...

FlameHalbrdOkido1 votes

{quoted}

But the point of the lighthouses is to guide his ship.

That said I like the idea for the revamped Q. I'm going to implement it, as well as making some changes to his passive and W. We gucci, Okido. We gucci and versace in this.

EDIT: Holy shit I only just got what you meant. I am dense...

yes the point of the lighthouses is the guide his ship either, he IS the lighthouse spirit who can use the guiding light for himself or to kill enemies OR he is a spirit that works with the cursed lighthouse, either way the goal is to pull the theme as far away from Thresh as u are comfortable doing

Rektagon1 votes

MARDOK REWORK IS LIVE!

New design, new lore, new abilities! It's gonna be LIT!

~Rektagon

FlameHalbrdOkido1 votes

{quoted}

MARDOK REWORK IS LIVE!

New design, new lore, new abilities! It's gonna be LIT!

~Rektagon

"If Mardok lands immobilising crowd control on an enemy champion, he gains 10% of their maximum HP (+30% AP) as a shield lasting 7 seconds." This is gud. I hope that the CD on the shield isn't 52 sec tho, this is really the only passive he needs. and maybe the MS part

the vision part might be 2 strong especially for Pro's EVEN with the gate mechanisms u put on it

Q why does Reel Their Souls have to recast to slow the unit, it should just slow them when the touch it like Jhins traps right?

Rektagon1 votes

Q why does Reel Their Souls have to recast to slow the unit, it should just slow them when the touch it like Jhins traps right?

Typo!!!!

FlameHalbrdOkido1 votes

that lore was pretty gud, u don't have to say ship busting rocks tho, simply saying reefs or rocks is fine what would pretty interesting was if the energies that corrupted him corrupted his intentions, he THINKS he's warning ships to stay away, but he's actually accidentally drawing them nearer, regardless of if u consider this or not the lore is pretty gud and interesting.

https://www.youtube.com/watch?v=1UeMVfHN2P8

i actually really friggen like the current version of ur Q The Undercurrent is simpler but retains its versatility, see? u don't need me to design ur concepts for u, they have potential on their own and that comes from YOU, im just trying to open ur eyes to more possibilities and see some possible mistakes u may have made in theme, gameplay, or balance (emphasis on POSSIBLE)

on that note, u might want to put some visual effect on Undercurrent, bc ur making whats basically an invisble trap MOVE and Riot usually makes traps visible when they are placed.

Rektagon1 votes

{quoted}

that lore was pretty gud, u don't have to say ship busting rocks tho, simply saying reefs or rocks is fine what would pretty interesting was if the energies that corrupted him corrupted his intentions, he THINKS he's warning ships to stay away, but he's actually accidentally drawing them nearer, regardless of if u consider this or not the lore is pretty gud and interesting.

https://www.youtube.com/watch?v=1UeMVfHN2P8

Thanks for the feedback, and yep, shouldn't say ship-busting rocks; that's so stupid. However, I'm not sure why you've got a pentakill video there...

FlameHalbrdOkido1 votes

{quoted}

Thanks for the feedback, and yep, shouldn't say ship-busting rocks; that's so stupid. However, I'm not sure why you've got a pentakill video there...

Thought the lyrics fit the theme for this concept

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