[CONCEPT] Mordekaiser's Rework - Visuals, Lore, Gameplay
I decided to once again take a look at Mordekaiser and make another rework concept. Because I have too much time on my hands... Actually I don't, but let's forget that for a moment. My love for Mordekaiser is just too strong... So I proudly present the most complete rework idea I've done so far. Including vast redesigns, lore direction, and of course: new kit. And that will also be the order I will be going by.
Part I – The Visuals
Classic skin https://i.imgur.com/WBQHQ2p.png
When redesigning Mordekaiser I had certain goals in minds. First of all, I wanted to give him a very regal look. He is meant to feel like a ruler, an overlord, but mostly: a King. The purple of cloth and crown-helmet serve that purpose. Second, I wanted the design to be simple. Why? One of the amazing things about Mordekaiser is that he is almost like a force of nature, rather than a formerly-mortal being. (But, unlike a certain few, from a certain mountain, he is a self-made force of nature. ) The simplicity of his armor and lack of decorations are meant to feel pure and perfect, almost divine. I feel like Mordekaiser would think of himself like that. https://i.imgur.com/5NKDko7.png
When it comes to VFX, it should mostly be black – Black Mist, black flames, etc. Will match the purple of his cloak perfectly. Black Mist would reflect Mordekaiser's connection to it in the lore – He isn't controlled by the Mist, but gains power from it. Black Flames can easily by associated with Necromancy and again relate to his lore – Mordekaiser was burned on a pyre after his death, so flames would represent that. https://i.imgur.com/yTONVcw.png
Others skins I must admit, I didn't make graphics for these (aside from Lord, but I wasn't satisfied with the result), so I will just give a short description of what I think these should be. Let's start with Lord Mordekaiser, since that's the skin I have the best idea on what I want it to be.
Lord skin would represent Mordekaiser at his potential peak. In League Podcast Ep. 25 they talk about Morde and his ultimate goal, aside from just taking over the world – that is: becoming human again... An immortal human, however. I see Lord Mordekaiser as realization of these desires – taking over the world and becoming an immortal human. Achieving godhood basically. It would be the exact opposite of classic Mordekaiser in terms of design. With a mass of decorations, extremely posh and complex. Perhaps even wielding a sword instead of a mace, as a symbol of power – or a kingly scpeter.
Infernal Mordekaiser should keep with the direction of other skins – a ruler. In this case: the ruler of hell. I know Teemo kinda has that, but I don't think it should stop Mordekaiser. Not much to say about this one. Lots of horns, reds and sharp edges.
Dragon Knight Mordekaiser. With this skin, aside from just giving it the obvious dragon thematics, I would focus on the dark knight part. With the direction of my Mordekaiser redesign, he loses that aspect of his old thematics and so Dragon Knight could be the skin retaining some of that vibe. Give it some big pauldrons, a nasty mace, and remove all the cloth, aside from a cape. Keep it in heavy, dragon armor.
Pentakill and KoC skins are honestly pretty perfect as they are, so they should keep their design and just get their models updated. PtK could get some nice fire VFX.
Part II – The Story
Lore For the most part, I really enjoy what his lore is trying to acomplish. It gives Mordekaiser's story a grand scope. I'd only like it to be more fleshed out. Aside from that the lore could show more of his scheming and planning. Morde isn't supposed to be just brute force. I've mentioned that Mordekaiser's goal other than just ruling the world is to become a human again – only immortal this time. And I really love that motivation. It's unique, it makes sense and it's very compeling. It allows for some cool lore events and gives great ground for an awesome story.
What his lore has to keep is the aspect of him achieving it all himself, rather than being bestwoed the power by some sort of deity. There is very little of that in current League lore. Usually the godlike magic is given to the champion from some outer source – with the biggest example being Targon lore, especially that of Pantheon. And if someone isn't given the power, they usually stay normal mortals. Powerful mortals, but still mortals. Mordekaiser could be the exception to this. Someone who started out as a normal, human being and kept pushing towards his goal of godhood. Taking over vast lands during his life, figuring out a way to keep himself from dying, constantly trying to find a way to gain immortality in human form – all of this without the help of gods or aspects. Hard work usually associated with the hero of a story, yet being used to serve selfish means.
Personality When it comes to Mordekaiser's personality it was hard for me to decide whether he should act more human, or detached – like a, previously mentioned, force of nature. In the end, I think the best option is a combination of the two. His current personality should be the latter – a detached force of nature – however, he should still be keeping the same motivations and reasons he had in life. It would explain his drive to become human again, since his ultimate goal would include things he wanted in life, all the human pleasures, and as such make it reasonable that he's not satisfied with current form.
I wouldn't make fear of death a part of his motivations. It's too often associated with the quest to immortality, so proposing a different stance, instantly makes it more interesting. I would even say that Mordekaiser should be accepting of death if he were to fail in his quest and be vanquished forever. What reasoning would I propose for him then? How about a mindset that dictates: If he has the means to gain power, control and eternal life – he has the right to do so. Or even should do so. But also if he, despite all his efforts, fails in his quest and dies... So be it.
Part III – The Gameplay
Main direction Most Mordekaiser mains can't really agree on what they expect from the rework when talking about gameplay. Some want a full redo, others just tweaks. Some really want the ghost mechanic to stay, while others feel it should go. But even with so many different voices on what Mordekaiser should be, nearly all can agree on one thing – Damage. Tons of it. So when thinking of a kit I wanted to focus on that. I decided to make Mordekaiser a battlemage, with ramping up damage output. His ramp up potential, however, would be balanced around the singular fights, rather than state of the game – preventing a situation where he is useless early and far too broken late. His gameplay would be focused around what it always was: positioning, macro-plays, choosing fights and just knowing the champ in general. I won't be going into numbers much, since it's not what most people care about.
Abilities
Passive: Mordekaiser gains special boosts when hitting enemies, with basic attacks or abilities, certain ammount of times. Tier 1 boost – 7 hits – Mordekaiser's Qs slow enemies down. Tier 2 boost – 16 hits – Mordekaiser gains % damage reduction. Tier 3 boost – 28 hits – Mordekaiser gains bonus movement speed and % slow resistance. Final Tier boost – 43 hits – Mordekaiser becomes immune to any CCs. (This one is most likely impossible to achieve without ulti)
These boosts disappear after leaving combat with enemy champions. Hitting mutliple champions with AoE abilities still counts as one hit.
The goal with this ability: as someone who will need to ramp his damage up, Mordekaiser will be weak to kiting. This passive will give him boosts that help dealing with it during teamfights, as long as he manages to hit his opponents.
Q: Upon activation Mordekaiser enchants his mace with Black Mist (or black flames). He can then recast the ability up to 10 times. Recasting the ability causes Mordekaiser to swing his weapon in a wide arch creating waves of Black Mist (or black flames) that swoop the area in a cone. Each time Mordekaiser hits an enemy champion with that ability, the recasts become stronger, dealing more damage. (Around 12% increase with each hit)
There is ~1 second cd between recasts and a ~8 sec CD after using up all of them.
This ability is more or less a combination of his old Q and E. However, where old Q was hard to hit, but if you managed to do so it's damage ramped up pretty quickly, new Q is far easier to hit, but takes time to ramp up. Combining the ramping up part of Q with the range of E assures Mordekaiser doesn't suffer from the same issues as before and rewards the player for hiting multiple times with the ability, rather than just stack it up on something else and then flash.
W: Mordekaiser surrounds himself with Black Mist (or black flames) and deals DoT in the are around him. Can proc passive hit once per second.
Yeah, this is basically the old W... The old, old W. What can I say – it's a perfectly fine ability and it fits in nicely with the ramp up, sustained damage, gameplay I'm going for.
E: Mordekaiser summons a blast from under the feet of a targeted enemy. After a brief cast (0.25 sec) during which he deals AoE damage around himself, targeted enemy is damaged and snared for a short duration (~0.5 sec)
It was hard for me to describe this ability: black mist, or whatever, first gathers around Mordekaiser, to then get shot from under the feet of the enemy he targeted.
R: Mordekaiser curses the ground around himself in 1000 range radius (Like Trundle's). Area fills with Black Mist, powering up Mordekaiser. While in it's range Mordekaiser gains infinite recasts on his Q (But the damage increase caps at 10 anyway), generates shield from the ability damage he deals to enemy champions and curses enemies he hits. Killing cursed champions causes them to become ghosts with 40% of original statistics. These ghosts target enemy champions with the least HP left. These ghosts cannot leave the cursed area. Enemy champions become slowed when approaching the areas boundaries. The slow starts at 20% (around 800 units range from the centre) and increases to 80% near the edge. The Black Mist vanishes:
- After 20 seconds
- When Mordekaiser dies
- When Mordekaiser leaves the area
This is the raid boss ultimate, basically. It, once again, relates back to lore and how Black Mist powers Mordekaiser up. The shield gain is pretty much his old passive. It's what causes Mordekaiser to become a very serious threat in teamfights, especially if he manages to ramp up his Q, which he can then use at full power until ultimate ends. It may seem like it's far more powerful than it would actually turn out. It just makes Mordekaiser from Eh in teamfights to Good. The ghost part is mostly there as a slight bonus and a 'old times sake'.
And that's it! For now. I will probably come back with like a new rework concept next week, cause I'm just like that. Hopefully you will all like the ideas I've presented.
The Guy Who's Far Too Obsessed With Mordekaiser, aka Vartius out.
Mordekaiser's lore. I'd like to know what you think of how I defined his lore, which is mostly interpretation and not canon.
Kayle and
Morgana reside.