Thematically consistent small Morgana rework

Astarac·11/5/2017, 6:49:27 PM·2 votes·321 views

Hello,

As you all know, Morgana is really hard to pull off in midlane: not enough damage (if not fed), and a bit boring to play in team fight due to relatively long cooldown and a not really exciting W.

I was thinking it could be good to twist a bit her black shield to add a Athenes Graal type of mechanic to it. Something like "if your blackshield absorb a hard CC, Q cooldown is reset", or "add 50% of the damage absorbed by your shield to your next Q". This could improve the reward for making clutch blackshield, as well as being consistent with Morgana's doomed lore.

What do you think? ^^

1 Comments

An Undead brat11/5/2017, 9:23:07 PM2 votes
  1. Morgana's damage is not low unless fed, if anything it is low because every AP's damage is low compared to AD (ADCs specifically).
  2. She's not hard to pull off in the midlane, she actually has no real counter as she's immune to CC (thus ungankable) and has incredible waveclear with inbuilt sustain. She's just not played there because anyone with half a brain stands behind minions so they cannot get hit by her Q and take summoner 1 just in case (or buy item 3140 ) - and when they are not affected by her snare, she has no kill pressure. This leaves her playstyle above Silver as: Press W so the wave dies. If you get ganked, press E and walk away. So much fun, right?
  3. Your proposed changes are a toxic design. You cannot reset her Q CD - it's even a world-old meme how long that CC is and it's basically a death sentence when it hits (no Thresh pun intended), her entire kit is balanced around it (W deals damage only to targets that are forced to stay within it, ult needs the target to stay close to do anything, E is a defensive ability), you'd shorten her weakness window to nothing because she hardly has any right now and it wouldn't solve your problem anyway, she'd just be even better support as she'd have way more opportunities to block hard CC (as supports have the most hard CCs in the game and some ADCs do, too).
  4. The second change does nothing. As I said, if you hit Q on Morg, the target is done in most situations, let alone AP Morg. Damage increase would only reduce the killing time by laughable amount and would be even clunky to play with, as you want to combo like this: fishing with Qs -> hit one of them -> W -> E so they cannot CC you -> R.

TL;DR: Your changes do not solve the problem. Morg mid is not bad, but extremely boring to play if the enemy has one brain cell.