[CONCEPT] (yet another) Mordekaiser's Rework - Visuals, Gameplay

Vartius·9/8/2018, 5:09:12 PM·30 votes·13,025 views

It's been a while since my last Mordekaiser rework concept. I feel that now that it's been said Mordekaiser's rework will probably happen next year it's a good moment to take a crack at it again... Maybe for the last time.


Design

This time around I've taken a much different approach to redesigning Mordekaiser. Instead of trying to give off a majestic or regal feel, I wanted to focus on death, decay, ancient age and Mordekaiser's malice (hue). https://i.imgur.com/Msfabcd.png

On his armor the damage from countless battles - Mordekaiser in lore isn't afraid to take hits and each battle scar on his armor is one more hit to his opponents' morale. Through the cracks in armor thorns grew over the centuries, when Mordekaiser was gone from runeterra. So did the thorns encircle his mace, Nightfall, feeding off of countless souls the weapon took... (What do you mean!? that's totally how thorns work!) His necromancy red, Mordekaiser's own soul corrupting the ones he comes in contact with.

Now, enough of this edge.

Let us delve into the Gameplay...


I always thought that the role of a pretty squishy burst mage doesn't really convey Mordekaiser's lore quite right. Mordekaiser is supposed to be this insanely powerful titan - an indestructible immortal.

I see lore Mordekaiser as an AP tank or AP off-tank, that deals damage over the course of the teamfight rather than in a burst. This concept isn't as alien to Mordekaiser as some may think - during his first Season, back in the day of force of nature that was how Mordekaiser was. As well during the first patches after his rework, when people would rather resort to building tanky items, since the damage from Q was enough even without much AP. I want to go back to that... but with some twists.

Again, I wanted to focus on using decision-making, rather than mechanical skill for these abilities, as it's most in line with current Mordekaiser, by adding certain_ trade-offs_ to his kit.

I won't go into the exact numbers and the nitty gritty of most of the abilities - I will just split each skill into 3 sections: the description, the intended gameplay application/explanation, and the visuals.


PASSIVE: Children Of The Grave.

Champions that have died leave behind a highlighted symbol. Mordekaiser can raise a ghost of this champion to fight for him for 20/30/40/50 seconds, by left clicking on that symbol. (levels 1, 6, 11, 16) Raised champions have 40/50/60/70% of the effective stats. After level 16 Mordekaiser also gains 15% of their bonus HP and AP. Cooldown: 150/120/90/60 seconds.

I've decided to move Mordekaiser's ability to raise champions from his ultimate, because it was a bit too limiting. Having that attached to ultimate meant, that the ulti itself could pretty much only be a cursing blast... And that's a little boring. However this ability is one of Mordekaiser core features. I didn't want to remove it completely... Instead, I've found it fits nicely into a passive ability... Also yes - it doesn't specify enemy champions. You can raise ghosts of your own allies if they die during a gank or a teamfight!

Visuals: Mordekaiser extends his hand to the corpse, causing a drain-like animation. After 0.75 second channel, Mordekaiser clenches his fist and the ghost rises from the body.


Q: Mace Of Spades

Mordekaiser summons a soul to his hand and imbues it into his mace. For the next 5 seconds, Mordekaiser's attacks will deal bonus, AP-based damage. With each passing second, the power of the buff increases, up to 200% of the original bonus in the final second.

Mordekaiser may recast this ability during the first 4 seconds, causing him to charge up a powerful strike over a 1 second channel that cannot be interrupted. This blow will strike in a 210° arch, dealing massive damage and knocking all opponents back.

While I like the current Q a lot, it wasn't exacly suitable for the Mordekaiser I wanted to build. This Q introduces a certain trade-off. Recasting the ability during the first seconds of the buff may make it difficult to apply any of the empowered hits, if the enemy gets knocked back... While recasting it during the final seconds means, you will be missing out on the most powerful part of the buff. He can also use the 2nd active to block an incoming CC, as he is immune for the time. The knockback also ties nicely to our new ulti... But that later...

Visuals: First part sees Mordekaiser put a soul inside Nightfall, causing it to blacken, while red spikes appear on the head of the mace. https://i.imgur.com/SMFOfn6.png

During the recast, Mordekaiser puts the head of his mace to the ground, wielding it in both of his hands, channeling the power into it and swinging wildly after a second.


W: Creeping Death

Toggle On - Mordekaiser's health starts being drained rapidly. He creates an AoE around himself, that deals damage per second to all enemies inside it. During this time Mordekaiser also gains two empowering effects: Dealing damage to enemy champions generates shield. Channeling or casting spells gives him a % damage reduction for a brief moment. Turning the ability off, instatly rids you of shields and damage reduction.

The old name for that ability is back, as I find it more fitting... The rapid health drain means that Death is Creeping for both Mordekaiser and his enemies. In exchange for his health being drained, he gains his old passive back and a little bonus. Comboing this damage reduction with the CC immunity of Q's second cast can give one a very nice tool for surviving powerful attacks.

Visuals: Something simple would probably work best. Maybe something with the thorns? Or just a similar spiraling effect to the current one, but red, in line with the rest of vfx.

E: Siphon Of Destruction

Mordekaiser summons a quick burst of unlife from under the enemy feet, dealing damage. This blast also spreads to nearby minions. It has a short channel and delay, so it's possible for a champion to dodge it by using a dash or flash. Works instantly on minions.

If a champion has been struck with it they become marked for 3 seconds. Dealing damage to the marked target, will regenerate Mordekaiser slowly.

A pretty simple ability. I'm thinking for it to work a bit like Rek'Sai ultimate - as in, the champion targeted by it can still escape, but the ability won't hit other champions. I wanted to give Mordekaiser some opportunity to regenerate health, without it being as toxic as current W.

R: Nightfall

Mordekaiser channels for a brief second and creates a zone around himself in a 1000 range radius. This zone shrinks over the duration of 7 seconds to a range of 500 radius. Enemy champions that stay in the zone for 2/1.5/1 second become marked. Once marked, they can no longer see anything outside the ultimate area, similar to becoming near-sighted. If a marked champion leaves the area, they regain their sight, but their mark highlights.

Mordekaiser can recast the ultimate on any target with a highlighted mark. Recasting the ultimate causes the zone to close, fearing all champions that were still inside, while the targeted champion is transported to Mordekaiser near instantly and slowed.

Zone lasts for 7/8/9 seconds.

Note: the in-game desc of this ability could be much briefer, I just wanted to explain it best I could.

Now this ability... It's where a lot of the previous skills come together. It's basically a "fight me now" button, that forces enemies to either focus Mordekaiser down, try to escape within the first 2-1 second, or possibly sacrifice one of their own for the safety of the rest. This, of course, means a free ghost for Mordekaiser. Mordekaiser doesn't like to fight enemies, that stay out of his range, so instead he brings those enemies to himself. And if the fighting doesn't go all that fine - there is still his Q. Mordekaiser can launch the enemies out of his zone, with a near guaranteed hit.

It's a tool for both dueling and teamfighting. In 1v1 situations Mordekaiser can force a duel with an advantage. In teamfights Mordekaiser can take enemy focus, while his team attacks enemies from outside of (or within) the zone. But the ultimate still has enough counterplay to be able to go around it. Escaping within the initial 2-1 second (plus the channel), knocking Mordekaiser back, leaving the zone all at once, so once Mordekaiser tries to take one of your teammates to himself you can re-engage and stop Mordekaiser from killing them.

This is also an ability I find fitting for Mordekaiser. It's inspired by the 1v1 against the knight in his Short Story. Mordekaiser likes a good fight and a challange... Doesn't mind taking hits, as he's very durable... And also is supposed to be quite a strategist - that aplication can be seen in the teamfight potential of this ulti.

But enough of boring theoretical babbling... Let's talk about the most important part...

The Visuals. During the channel, Mordekaiser stabs his mace into the ground, as a circle of black mist appears on the edges of the zone. The circle starts filling out with spirits, flying through the fog, ready to leap at the enemies. Once marked, the affected champions can only see black outside of this circle, so it makes it look like being surrounded by a massive area of Black Mist. Once the ability is recasted, the circle of Mist and spirits starts closing quickly, gathering to the point closest to the escaping enemy, and launches towards him. The spirits grab the target and either transport him to Mordekaiser via mist or drag him underground.

Mordekaiser's eyes light up with red orbs during this ultimate.

27 Comments

Quinzley9/8/2018, 5:33:13 PM4 votes

This looks like a great idea.

Skullgetti9/8/2018, 9:41:14 PM2 votes

i would add some big iron spikes to the mace, but this looks badass as hell, great job!

Pale Mask9/8/2018, 7:45:14 PM2 votes

Is this original art? I rather like it.

Hecko9/8/2018, 6:37:02 PM2 votes

bad qitem 2056

FlameHalbrdOkido9/9/2018, 6:58:17 PM1 votes

idk about straight up teleporting the target enemy towards u , ik that someone has to actually leave the initial ult radius to activate the teleport but as a Juggernaut Morde's weakness is target access. The way u have developed the recast breaks that key aspect of Juggernaut design in bad way

i really LOVE everything else in this concept, its innovative and I like it respects the old Morde yet adds to it, and how everything works together but their MUST be another way to encourage enemies to fight rather than run. Perhaps Morde's Passive instantly procs on the champion even if they don't die if they leave the initial cast radius. Or maybe they get massively slowed, or maybe they take additional dmg outside the circle, or are dealt dmg over time outside the circle, or are completely nearsighted outside the circle (MAN that would be bad), or are just flat out dealt a huge amount of dmg if they try to leave, i would recommend looking at some of the other ult concepts, think some other people have come up with some good ult concepts that could serve as your recast. The idea of forcing a fight is GREAT. but the Instant teleport isn't the way to do it.

LeafyGreen9/9/2018, 7:14:28 PM1 votes

I don't think this game needs a toxic ult like Ares's from Smite if you know how that works. Also, I think it is a bit too similar to Swain's ulti imo.. it obviously doesn't do damage but it fulfills <stay in the giant circle around me and you will get penalized>

Hysteriu9/9/2018, 8:15:02 PM1 votes

Interesting concepts, I like most of it, however, one thing. The red, why red? Most of the Shadow Isles characters or effects are the Greenish blue or green-gray/just gray.

Undeadpossum9/15/2018, 2:06:11 PM1 votes

Very interesting concept but I think too much red would steal from his glamour as a champion of the shadow isles

Kelg9/8/2018, 8:22:27 PM1 votes

I like the ult, it's neat. But I still think his Q should be a skillshot thing like Aatrox, but maybe without the sweetspots.

LilStacey879/8/2018, 10:08:13 PM1 votes

I got to admit, I like where you went with pretty much the whole hit. though I think you should've did something like this to the (Q)

Morde can activate (Q) up to 2 extra times after the 1st cast, ramping up damage per hit. anytime after the 1 (Q) Morde can hold (Q) to charge up a knockback, automatically placing the skill on cooldown. Also, the knock-back... or held (Q) attack still deals the ramped up damage it had before ending

autisitcmonkey9/9/2018, 5:08:36 PM1 votes

God idea, but his R... like, his R is iconic couse of the drake and just saying ''6vs4''. Looks great and interesting, but for love of god don't change his R.