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: [In-Game (Urf)][Visual] Strange numbers on champion portrait
This is a buffer overflow problem, if you look at the numbers presented they're all within that modulo range.
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Rioter Comments
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Rioter Comments
: having no mobility in a solo lane, nor the CC to get off his damage or to disengage from all-ins which he's worse at surviving doesn't seem that ridiculous to me
This is like the Skarner thing. Just because his power is conditional does not mean he can't get the power off. It just means that it arises in certain conditions; certainly being unkillable in lane with no mobility is an excessively strong position.
: Why only the reactivation? (some bugs/gameplay things)
Come on, man. How ridiculous do you want solo Mordekaiser to be?
Rioter Comments
: I know he's not a legit ADC and just a "bot lane champion" but he replaces the ADC so I refer to him as that. And if he's an AP bruiser why are they recommending AD? O.o
Recommended items: Raptor's Cloak, Boots of Mobility (Furor); Titanic Hydra, Abyssal Scepter (live version); Rylai's Crystal Scepter; Will of the Ancients; Bloodthirster.
: I wish his Q could deal some area damage... and gain the benefits from all of his spell vamp. I just want his W to be self-cast-able. Then I'd be perfectly fine. His E should be either based on 100% of his AD or 100% of his AP. I'm not mad at the R. All they did was buff it.
> [{quoted}](name=rew711,realm=PBE,application-id=2EAF660193FA3B668D7234B3AEBB530C5AB7F651,discussion-id=f8Y0wqyu,comment-id=0000,timestamp=2015-08-10T14:33:52.217+0000) > I'm not mad at the R. All they did was buff it. They reduced the movement speed of ghosts dramatically, and they lost all their bonus AD / 15/25/50 bonus AD from ranking the ultimate.
: Mordekaiser's W needs something else to do when it's only you.
: Nerf Mord's W and make it selfcastable
These are actually true statements. I do not know why you were voted down twice.
: Stronger for someone who hasn't given morde more time than required or otherwise, you'd know that it the rework is an abyzmal mess. His W alone forces him to be in a duo lane or else he's crippled out of an ability. You know any other champion that have that? I wouldn't think so. Furthermore, his solo lane is in ruins, the E doesn't feel as remotely satisfying to land, the entire established identity of mordekaiser is now gone and replaced with something that isn't him.
He is actually really strong. Before you tear me apart, read my post history. Just because he doesn't have W doesn't mean he isn't insanely powerful; Q and R are essentially **a kit in themselves** (thanks to their scaling.) -- think pre-rework AP Sion! But I will say I don't like playing what is basically AP Nasus with health costs.
Rioter Comments
: I wish his Q could deal some area damage... and gain the benefits from all of his spell vamp. I just want his W to be self-cast-able. Then I'd be perfectly fine. His E should be either based on 100% of his AD or 100% of his AP. I'm not mad at the R. All they did was buff it.
REW, they did not just buff it. They reduced its range and its AD granted to champions.
: Is there any way to immediately alert the PBE staff/Riot about this? The AD scaling MUST be removed or butchered or else he is going to be another God Tier champion. Edit: What's with the downvotes? Do people really not understand that sometimes there are people new to the forum, or is it because they are butt hurt because they don't want their champion nerfed?
: New Items - Sterak's Gage and Titanic Hydra
Sterak's Gage is problematic on AS dive tanks with existing sustain, such as Warwick or Volibear. It makes it very easy for them to dive the back line and eliminate opposition without being killed. It also synergizes with Trinity Force, which is a common core item on those Champions when ahead. Titanic Hydra gives unacceptable gold flow to tanks in the mid-game with little risk. It should have no base bonus and higher MHP scaling; perhaps making it cheaper. The gold flow is likely to not be used on offensive items, but instead on even more durability (and, probably, a Sight Ward per back). Already slow lanes will become slower with low-impact tanks scaling into late game.
: The Morde rework is Awesome, but anti-clarity.
Mordekaiser's durability is directly tied to his ability to deal damage, so apart from the burst / heal of Children of the Grave, his durability is really very clear. The damage amplification on Mace of Spades is very surprising, yes.
: Please Allow Solo Kaiser to Use W to Some Degree
If Mordekaiser's W has a heal, it cannot be used solo. Simple as that.
: Mordekaiser should have always have a low/ no cd q.
I wouldn't even bother fighting champions, I'd just sustain for 80 every 3 seconds off 400 damage Qs if it was lower cooldown in lane phase.
: Should Mordekaiser lose the dragon?
Hi, I've been active on some of the other discussions about this topic (full disclosure) but have tried to keep a neutral stance. Very savvy awareness of the balancing act that is keeping a champion's power in check. The teleport with dragon mechanic is insane and I run Teleport every game as Mordekaiser. I feel like the only spells that are good on him are (Smite, Ghost, Ignite) and Teleport because of how strong the dragon is, both as a main tank and as heavy siege. It has a kind of Heroes of the Storm feel - slaves scalar off their own level. He does lose out on range and reliability for damage and siege. This isn't intrinsically 'bad' but it does force a significant amount of his gold income into becoming durable enough for the front line and 'sticking power'. With that kind of build he doesn't get a good Dragon when it's scalar, nor does he gain experience rapidly, and that's a reason why it's independent of his level. The experience reduction is substantially mitigated by W's effect in a duo lane but he still isn't going to be as high level as, for example, Ziggs. His lane-sustain is too poor to clear waves fully at early stages of the game. So, in summary, an XL/AP|AD-ratio based Dragon would be weaker in an optimal build. He definitely does lose out on power with respect to the rest of his kit because of the Dragon, but making a new mechanic will always be enticing at first glance, and to a developer who wants to make their mark.
: Q has more range though. His base AA range is now 200 where Q would only get 175; this is a buff that most people don't pick up on imo there's a few changes I'd want to make but this rework is decent enough that i can live with most of it E needs either a slightly higher base (200 at level 5 would be alright) or a bumped AP ratio (65-70%) in order to keep AP mord a capable offensive caster; right now he feels noticeably weaker until you get a few items 335 movement speed if 340 is somehow too much; i feel forced to buy MS items and I don't think that's fair R needs its range back and IMO returning the previous AD bonus wouldn't break him I've learned to live without W in solo lanes. it only comes into noticeable play when fighting melees, because most ranged champs will have you popping it for the heal. i think it'd only be made self-cast with some manner of punishment, but i wouldn't have minded a new spell altogether tbh
25 range is not a big thing; the old Q had flak damage about 250 range past the initial strike. I think AP Mordekaiser is not going to be a thing any more. E, especially, is supposed to be a 'parry' ability like Riposte now, so the only way the developer is likely to alter it short of reversion is to increase the shield generation mechanic. People will build utility with high base values. It is irresistible. And when they do, the result is a great deal of movement speed on a champion with high base movement speed. R changes are designed for a weaker, longer duration ally (if cast on Champion). The problem is that most non-Dragon, useful allies will just die prior to that in the best-case (siege to a turret / skirmish) and the burst is not greatly liked by the developer? (Unsure) I think maybe making the W have a high health cost would make up for it.
: You forgot his passive which has been one of my main issues with him.... 8% shield decay per second is a hell of a nerf even when it's HP based compared to his normal per level, especially since it's harder to generate shield now. his W also lost the the resistances overall I agree with your post especially the Q rework you want...I would like E to be the same or at the very very very least have a better visual(that's if other things change on him...right now i hate him).....his passive doesn't do it for me....as I wrote before at 3k health numorde only have 100ish HP in his shield more than lv18 old morde did so that passive really doesn't work better unless you go full health items and even then it drains faster. wanted to add that a buff I did actually like was that his Q expends on towers meaning he can knock them down faster, but I never got to any towers really without the help of drag so that moot anyways
I will deal with the pending comments on the rework within the next two days. There was no mention of the W-resist change (although significant) in the section I summarized.
: Mordekaiser Change Summary & Feedback Thread
I wanted to provide a more balanced perspective, so: Impressions playing as: Q: doesn't seem to do much unless you build for it, its base values are fairly low. Much poorer for 'mopping up' Siphoned minions, very good in a duel. Hitting six autos will do upwards of 3,000 magic damage as glass cannon. W: Had little to no effect in lane or out of it, primarily used it as a way of CSing after E. E: Significantly weaker unless you build no AP. Stronger if you build Tiamat, etc. R: Very good burst, the dragon passive hardly enters into it when you're behind. Even more 'feast-or-famine'. Passive: shield decays insanely fast out of combat. It's crazy. Generally: You will die a lot as AP burst. It's just not viable. You need to be an AD Bruiser focusing on base damages, so Tiamat/Trinity Force is core. And I wrote this, summarizing many of the other comments in this thread. http://boards.pbe.leagueoflegends.com/en/c/champions-gameplay-feedback/f8Y0wqyu-full-summary-mordekaiser-rework-feedback
Rioter Comments
: Mordekaiser Change Summary & Feedback Thread
I don't really like the fact that you can no longer cast W on allied minions. I'd rather he lost the health sustain (having no health sustain was a balancing factor to his kit) and just kept the initial W than to gain additional power that renders him incapable of threatening enemies at range.
: As a general rule of thumb, one Mastery point should be worth at least 35 Gold +3/rank or it's subpar. Allowances made for AP of about 5 Gold. This is how I've done it with my Masteries. Gold value is determined by the cheapest item that gives just that stat. Add a couple of points per Tier. *Offense: * **Expose Weakness**: Grants 40 Gold per 100 AD and 21.5 Gold per 100 AP to Champions that hit your target that are not you. In certain conditions extremely potent. // **Feast**: A strong mastery that people will take a lot. It gives up to 180 Gold in value in lane for perfect CS. This is pretty solid. Replaces: Summoner's Wrath (probably +5 AP/AD for using Ignite, for 200 straight Gold value). {{item:3301}} **Fury** - 1.25% AS (37.5 Gold) per point. Replaces: A bonus of 1% AS. Same ranking... {{item:3301}} **Sorcery** - 1.25% CDR (41.772 Gold) per point. Useful. Replaces: A bonus of 1% CDR. Same ranking. {{item:3301}} **Butcher** - 2 untyped damage on single-target spells and autoattacks versus minions. Madred's Razors valued 75 damage to minions at 100 Gold. As such, two damage is worth roughly 2.5 Gold. If you want 2 bonus damage, take 3 AD Marks and do 2 bonus damage to Champions. Replaces: Two ranks, magic damage, doubled effect, only autos. {{item:3301}} **Double Edge Sword** - 2% bonus damage for one point, 1% reduced durability. Gold value lost is 26.3 per 1000 HP, Gold value gained is 80 per 100 AD or 43 per 100 AP. If Ranged, 39.45 Gold value lost per 1000 HP, Gold Value gained 60 per 100 AD, 32.25 per 100 AP. Replaces: Destruction. 5% bonus damage: to turrets. Goodbye, Destruction. Overwhelming Strength was 16x better and it was still a stupid passive. {{item:3301}} **Brute Force** - 8.8 Gold value/point/level. Good at XL6. Replaces: Deadliness. Exactly the same, one Rank earlier. Straight accessibility nerf. {{item:3301}} **Mental Force** - 7.133 Gold value/point/level. Doubly bad because it's scaling AP but what options do you have in Offense? Replaces: Blast. Exactly the same, one Rank earlier. Again, straight nerf to accessibility. {{item:3301}} **Spell Weaving** - Ridiculous. 64.5 Gold value per 100 AP for 1 point! 120 Gold value per 100 AD! It's good at XL1, it's good at XL18. There is no reason not to take this. Unless you don't want damage (get out of the Offense tree). Replaces: the slot for Arcane Knowledge. 2.4 MPen at least, but still inferior. {{item:3301}} **Martial Mastery** - 5 AD = 200 Gold. Prerequisite is alright. Replaces: Brute Force. 3 AD, two ranks. Straight buff. {{item:3301}} **Arcane Mastery** - 8 AP = 172 Gold. Bad prereq but 100-0 bursts are why AP is so cheap. Replaces: Mental Force. 6 AP, 3 ranks. Extremely straight buff.
{{item:2040}} **Executioner** - cutoffs indicate that the designer wanted it as 1/2/2.5% bonus damage. Hard to quantify. Condition is pretty easy. Necessary for duels. 200 Gold value per 100 AD. 107.5 Gold value - but remember AP is cheap for a reason - per 100 AP. This is what AP was made for. Get it if you're an AP burst champion! Must have if you want to duel someone as they will probably have it. Replaces: was 1 point, two tiers later. Buff to accessibility. {{item:3086}} **Blade Weaving**: a condition to stop shenanigans involving auto resets doesn't change 120 Gold value per 100 AD. Get it. Replaces: slot for Weapon Expertise (sadly missed, easily 6 ArPen by the end of the game and therefore about as valuable but in more situations). {{item:3068}} **Warlord** - by now you can guess. 80 + 60 Gold value per level / 100 bonus AD. Get it if you're stacking AD. Otherwise the condition makes it hard to recommend. Good for burst AD casters. Replaces: Lethality: 5/10% critical strike damage. 5% bonus AD is obviously better in every single way, but it does require one more point. {{item:3090}} **Archmage** 43 + 32.25 Gold value per level / 100 bonus AP. When has Archmage ever been good? Even for an AP burst caster this is pretty bad. Take one point if you must. {{item:2043}} **Dangerous Game**: potentially 11.25 Gold value / 1000 HP with a pretty rare condition. Mana might be up to 19 Gold value at XL18 without building Mana. Do not get this. Instead, purchase a Health Potion! Better after 1 second. {{item:3136}} **Frenzy** - gives you AS on a hard condition. If you are willing to invest, it is useful. However, AS is most valuable early... not especially viable except late or Tryndamere. Replaces: Frenzy. One rank, requires Lethality. Gave the effect of two S4 crits instantly for 2 seconds. {{item:3098}} **Arcane Blade** - 5% of AP on hit = 5 bonus magic damage on autos per 100 AP. So 107.5 Gold value per 100 AP on a difficult vector. Get it if you feel confident your opponent will let you auto them repeatedly... as an AP burst champion... Replaces: itself as Spellblade. {{summoner:16}}**Devastating Strikes** - 2% hybrid penetration per point. 46.5 Gold value for 100 MR, so 12.95 Gold value per point for 30 MR. 23.34125 Gold value for 52.5 MR (melee Champion at XL18). It's also multiplicative. 3 points with no other source of % penetration is at most 70 Gold value without the enemy building MR. Armor Penetration fares little better. 10.8 Gold value per point at 20 Armor, 32.4 Gold value per point at 60 Armor and 54 Gold value per point at 100 Armor. The marvel of this Mastery comes from Champions that can burst physically and magically. If you are one of the fortunate few, you must take this. Otherwise, steer clear of it. Replaces: Sunder. 2-5 ArPen. Seriously, RIP. Sunder is so much better for mostly AD champions. {{item:3050}} **Havoc** - You took 21 points in Offense. This is one of them probably. 120 Gold value per 100 AD, 64.5 Gold value per 100 AP. Get it if you want to do damage. Ironically not that great for a capstone given that it's about as strong as some earlier Masteries. Replaces: Same Mastery, Tier 3. Widely regarded as a trap. Summary: Dangerous Game is bad. Havoc is boring and disappointing as a Tier 6 Offense Mastery. Devastating Strikes is absolutely terrible. Archmage is... Archmage. However, overall it's about the same power level. Just with fewer build options.
: Mastery Changes Coming to PBE
As a general rule of thumb, one Mastery point should be worth at least 35 Gold +3/rank or it's subpar. Allowances made for AP of about 5 Gold. This is how I've done it with my Masteries. Gold value is determined by the cheapest item that gives just that stat. Add a couple of points per Tier. *Offense: * **Expose Weakness**: Grants 40 Gold per 100 AD and 21.5 Gold per 100 AP to Champions that hit your target that are not you. In certain conditions extremely potent. // **Feast**: A strong mastery that people will take a lot. It gives up to 180 Gold in value in lane for perfect CS. This is pretty solid. Replaces: Summoner's Wrath (probably +5 AP/AD for using Ignite, for 200 straight Gold value). {{item:3301}} **Fury** - 1.25% AS (37.5 Gold) per point. Replaces: A bonus of 1% AS. Same ranking... {{item:3301}} **Sorcery** - 1.25% CDR (41.772 Gold) per point. Useful. Replaces: A bonus of 1% CDR. Same ranking. {{item:3301}} **Butcher** - 2 untyped damage on single-target spells and autoattacks versus minions. Madred's Razors valued 75 damage to minions at 100 Gold. As such, two damage is worth roughly 2.5 Gold. If you want 2 bonus damage, take 3 AD Marks and do 2 bonus damage to Champions. Replaces: Two ranks, magic damage, doubled effect, only autos. {{item:3301}} **Double Edge Sword** - 2% bonus damage for one point, 1% reduced durability. Gold value lost is 26.3 per 1000 HP, Gold value gained is 80 per 100 AD or 43 per 100 AP. If Ranged, 39.45 Gold value lost per 1000 HP, Gold Value gained 60 per 100 AD, 32.25 per 100 AP. Replaces: Destruction. 5% bonus damage: to turrets. Goodbye, Destruction. Overwhelming Strength was 16x better and it was still a stupid passive. {{item:3301}} **Brute Force** - 8.8 Gold value/point/level. Good at XL6. Replaces: Deadliness. Exactly the same, one Rank earlier. Straight accessibility nerf. {{item:3301}} **Mental Force** - 7.133 Gold value/point/level. Doubly bad because it's scaling AP but what options do you have in Offense? Replaces: Blast. Exactly the same, one Rank earlier. Again, straight nerf to accessibility. {{item:3301}} **Spell Weaving** - Ridiculous. 64.5 Gold value per 100 AP for 1 point! 120 Gold value per 100 AD! It's good at XL1, it's good at XL18. There is no reason not to take this. Unless you don't want damage (get out of the Offense tree). Replaces: the slot for Arcane Knowledge. 2.4 MPen at least, but still inferior. {{item:3301}} **Martial Mastery** - 5 AD = 200 Gold. Prerequisite is alright. Replaces: Brute Force. 3 AD, two ranks. Straight buff. {{item:3301}} **Arcane Mastery** - 8 AP = 172 Gold. Bad prereq but 100-0 bursts are why AP is so cheap. Replaces: Mental Force. 6 AP, 3 ranks. Extremely straight buff.
: [3.6] New Content and Features on the PBE!
I do wish that they hadn't removed the CC reduction from Contaminate. I liked being able to run away.

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