Mordekaiser QOL

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lolwtfpwned

Junior Member

11-10-2012

I had some QOL ideas for mordekaiser. What if while you had his clone active, You could use the enemy champions QWE abilities while you hold R. Before everyone yells OP lets think about it. Currently it is not rewarding at all to ult most tanky champs. by being forced to hold R it would not allow you to use the enemy champions ult. It would definitely make morde a very competitive pick and increase the skill a player would need to master morde.

Feedback?


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JustMyBassCannon

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Senior Member

11-10-2012

So your only idea for QoL on Mordekaiser is to make his already-situational ultimate, which is his only saving grace compared to the fallout that is his current kit, more complex for the sake of when you accidentally don't target the enemy carry.


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exelsis xax

Senior Member

11-10-2012

Mord can't be fixed while his ult works like it does. It sucks, but it's true. It would be like making yorick's ult revive the target at half hp if they died and healing yorick. Can't be both balanced and viable. Ghosts are too damn strong, but you can't get them against good opponents, which is why mord is the god of normals, and the trash of ranked.

No CC at all, awful base stats, abilities cost health, no dashes, no move steroids, and only a minor active resist steroid. His abilities have bad ratios, 2 are melee and 1 has short range. He is GARBAGE without his ult.

And QSS = no mord ult. No one has ever been countered as hard by a single item, or even summoner spell.

He just can't be fixed unless they totally rework his ult. They would been to vastly nerf its damage, make it spawn a generic ghost rather than one scaled off the kill, not spawn a ghost at all, but give more of its stats to mord, etc.

But once the ult is fixed, making ghosts cast their spells would be nice. They used to do so, you know. You couldn't control it, but it happened. But that was when mord was ACTUALLY OP, when his shield was 80% stronger, ult did more damage, siphon did more damage and effectively filled shield up instantly, and mord and the ghost traded like 100% of every stat. But those were the OP days.


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JustMyBassCannon

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Senior Member

11-10-2012

Quote:
Originally Posted by exelsis xax View Post
And QSS = no mord ult. No one has ever been countered as hard by a single item, or even summoner spell.
Well, Malzahar comes close since his two main damage spells are targeted DoTs, but other than that...


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exelsis xax

Senior Member

11-10-2012

Quote:
Originally Posted by Exdeadman View Post
Well, Malzahar comes close since his two main damage spells are targeted DoTs, but other than that...
Malz is also countered hard by QSS, but not as hard. nether grasp does a lot more damage, FAR more quickly, so even a slight delay in activating it can be enough to wipe you out. CoG deals far, far less damage and takes a long time to do it, giving plenty of time to cleanse/QSS out of it.

In a related note, they are nerfing QSS interaction with nether grasp and infinite duress in S3.


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JustMyBassCannon

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Senior Member

11-10-2012

To be exact, in order for CotG to deal as much as Nether Grasp's base damage, Mord's target needs to have at least 3235 HP, -3.4 per AP. And that's still damaging at half the rate (although, it does deal that same amount of damage on the first tick as well).

But that's without accounting for MR. Just base 30 to 55 MR increases those numbers to 4207 to 5016, -2.2 to -2.6 HP per AP. Basically, he's never going to reach the same DPS as Nether Grasp with his ultimate.


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exelsis xax

Senior Member

11-10-2012

zileas, I summon thee!

troll us with your wisdom on this matter!


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daxter

Senior Member

11-10-2012

not gonna lie that sounds awesome. However it must be balanced


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Zeramus

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Junior Member

11-12-2012

I think this would make his ult more useful in catching people out of position, which is kind of what Morde capitalizes on. Obviously there would need to be some tweaking on the cooldowns on ghost spells, or even just allowing them to cast one of each of the QWE spells. It would make it so if you caught anyone, not just the adc, you could push that advantage a lot more. His other spells still need a lot of tweaking though, his whole kit makes it so you have to build the team around bursting someone down and pressing that advantage because otherwise he's just not that safe of a pick. Still a good idea for his ult though imo.


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turulHAARP

Senior Member

11-13-2012

Quote:
Originally Posted by lolwtfpwned View Post
I had some QOL ideas for mordekaiser. What if while you had his clone active, You could use the enemy champions QWE abilities while you hold R. Before everyone yells OP lets think about it. Currently it is not rewarding at all to ult most tanky champs. by being forced to hold R it would not allow you to use the enemy champions ult. It would definitely make morde a very competitive pick and increase the skill a player would need to master morde.

Feedback?

It's not exactly a QoL change but a straight buff.However i think it would nice to see this but in other form.

Ghosts auto attack deal half of the original(3rd of the original,no dmg at all) dmg but you can use the ghosts QWE abilities?

This way the ghost can give morde the so much needed utility in the duration while the ghost is up.However this way the duration could be increased in case of dealing very little auto attack dmg to trade for the usable abilities.

All in all my suggested changes are the following:

- Morde gets the ghost with the current mechanic as now.If the enemy dies he gets a ghost.In this case the ghosts auto attack dmg is greatly reduced but can use the ghosts QWE abilities WITH restrictions.

-Other Option:
Morde immediately spawns a ghost of the choosen target but the ghost DOES NOT grant Mordekaiser ANY BONUS stat and vica versa(the ghost won't gain bonus stats) but CAN use the ghosts QWE abilitiy with Alt+ Q,W,E.
The ghost's HP and AP is greatly reduced(halfed??) as well to prevent 6v5 teamfights where you just cast it on the enemy tank and automatically win the teamfight.
However in this case ghost's autoattack deals the original value though this can be reduced too if necessary.
So here we get an immediate ghost which has reduced HP,AP but it's reliable since you will get it every time and WILL guarantee the utility he needs in teamfights as well in laning phase when it's casted on the enemy jungler or enemy lane partner.
Though this utility can be more dmg or CC.
Not sure if cooldown reduction should count in case of the ghost's abilities.

Further adjustments can be done to it:
-The ghost appears next to Morde after 1.5/2 seconds of the cast to allow the enemy player/team to react to it and give them the chance of counterplay.
-If autoattacks deal the original amount damage they(ghosts) WON'T however grant morde bonus shield with auto attacks (this is for the AD carry ghosts) but will grant bonus shield with the ghost's abilties.

TL;DR:
1.You get the ghost after the target dies.Ghost's auto attacks deal greatly reduced dmg.This can be half of the original amount or even lower.In exchange,you can use the ghost's QWE abilities WITH penalty.This penalty can be increased cd or lowered dmg.However Morde gains bonus stats as well as his ghost.
Here the way to acquire the ghost remains the same which might be still a problem however now you can use the ghost's Q,W,E abilities with some restrictions.This grants Morde the well needed utility in some form with this i need to think about which champion's ghost do i want.However if Morde gets the ghost he will still enjoy the benefits of the bonus stats and his ghost too.


2.You get the ghost(immediately after the cast or after 1-2 seconds).
This ghost is made from glass as it's HP is halfed and the AP is halfed too to prevent 500 AP mage ghosts.Mordekaiser DOES NOT gain bonus stats from ghost and vica versa.However in this case auto attacks deal the original amount GRANT shield and can use the ghost's QWE abilities which will also grant shield without any penalty.

This version grants a ghost immediately or with a little delay.The key is that it's reliable.The enemy will now immediately know that you indeed got a ghost so they need to play more carefully.However in this case the ghost is quite susceptible to dmg and probably will die in seconds if focused.But auto attacks will deal the original amount and can use Q,W,E abilities which will also grant shield.
Here the ghost duration might need a reduce.
This version tries to reduce the effectiveness of powerful AD carry ghosts as well as bruiser ghosts but if you keep them alive they will be a great force next to you with the utility and bonus shield you get through them.

I think whatever option we get would be better than the current implementation as it is quite binary...

Thoughts?