: I feel like Hail of Blades should be used on champions with 3 hit passives, but isn't delivering.
I like the idea about resetting the keystone on kills ( maybe assists too?). Hail of blades feels like its built more for on hit champions that want to get to their on hit activation as fast as possible rather than champions that want to trigger that passive constantly. On Morde it feels great to get to my 2x damage multiplier on Mace of spades faster. A champion like Darius would probably be able to appreciate getting to noxian might much faster as well. Neither of those champion really care about their on hit passive after that since : 1. Firing off the on hit activation usually enables their win condition making it easier to execute someone 2. Their on hit effects have down time ( morde's cooldowns) or they have other ways of maintaining the passive (guillotine procs / hemorrhage refresh) It offers faster burst for champions like Vayne and Ekko too, but they probably wouldn't see as much value since they want to constantly procc their on hit passives.
: PBE Bugs & Feedback Thread: Hail of Blades
I tried the keystone on Mordekaiser and I like it so far outside of the minion drawback. This keystone gives something Mordekaiser was lacking since the rework, and that is large enough attack speed to get him to 1 attack per second with little to no investment. At 1 attack per second Mace of Spades feels like it has a proper cadence. That was the main reason he had such high attack speed in his original design. His original Mace of Spades felt awful to swing outside of perfectly timed auto resets until his naturally high attack speed evened him out to 1 APS ( around level 9 I believe). I understand that the reduction in speed of his current rework was to account for the total damage being done, as well as a way to give a feeling of weight to the skill. That being said an ability doesn't need to feel so frustrating slow as the current Mace of Spades to feel like it has weight. The DPS of old mace of spades ( being swung every 2.4 seconds for around the same damage as the new one) vs the DPS of the new Mace of Spades ( taking 3 seconds on the swing and 3 seconds on the cooldown since CDR is very hard to fit on morde now) could probably be argued. All in all I'll take what I can get if it makes Mace of Spades smoother to play with and generally more reliable, but could the future rework redesign Mace of Spades so it doesn't need this crutch? People talk about Morde's ghost a lot, but Mace of Spades is just as iconic if not more so. Its how you bring pain to the masses and should feel good every time you press it. Lastly, with the this keystone targeting champions with three hit passives / abilities that care more about burst than sustained damage, can we get an item put in the pipeline that helps round these champions off? Ragebalde doesn't really fit the bill as it still promotes a more sustained damage approach. There is a big difference between a champion that wants to trigger their 3 hits and be done with it ( Mordekaiser wants to lands three hits to put you within his kill range), and a champion that wants to use their 3 hit passive over and over again in a sustained fight ( Atrox wants a constant stream of healing and damage from his passive). At the moment the distinction doesn't seem like its getting much attention leaving on hit champions in an in between area. ************************************************ Thought I plug this bug thread : https://boards.pbe.leagueoflegends.com/en/c/bugs/eEKXQGdj-reksai-6-auto-attacks-with-hail-of-blades Hail of blades is getting extended by empowered auto attacks like Mace of spades making the buff last longer than t should.
: [Reksai] – 6 Auto Attacks with Hail of Blades
Same thing is happening for mordekaiser's empowered auto attack Mace of Spades.
Rioter Comments
: the 10% does stack with Abyssl mask
yea its pretty sick lol. The 20% effects things like % hp damage and the sunfire aura too.
: > [{quoted}](name=exiledtyrant,realm=PBE,application-id=AYQh7p7O,discussion-id=WO8UtiYm,comment-id=000200000000,timestamp=2018-02-07T10:16:41.454+0000) > > Sure they could use more assassin items for AP, but morello is a pretty good fit for most is all I'm saying. Morello has tier 2 AP, a magic damage amp that's relevant on any target at 100 resistances or lower, and 300 hp on a class that does have to go into harms way most of the time to do its damage. That's worth the 3k right there, but then you have the added bonus of halving the sustain of anyone you are targeting. I feel that package is being way undervalued. > > Kassadin also has a pretty good deal on the new archangel. He can start doing 800 mana jumps basically as soon as he finishes the item, and his damage doesn't suffer for it (since he can use high levels of his ultimate more often and earlier). > > If they were to rework anything maybe the hextech line and nashor's tooth could do for another look? A lot of penetration items can be problematic and Riot seems to be evaluating their stance on CDR again if the Haste item clause is any indication. Burst actives and on hit seem to be the safer things to touch. I'd like to clarify that 15 Magic pen alone is unfortunately not all that great. Roughly speaking, that's an average of about a 5% damage amplification at all stages. For magic pen to be on par to AD pen you'd need the same excessive amount of flat pen, percentage ignore, and reduction that AD itemization has. Raw HP doesn't really work all that well in the current meta. Most, if not all major damage sources comes from DPS sources which basically counter flat HP pools. HP and resistances are most prominently effective VS raw burst, and doesn't work well with an assassin at all. It mainly affects situations where champions are on the defensive, like getting dove. Going offensively makes those tank stats pretty worthless against where you're going and who is there to fight you. So any changes to the durability that items offer you are probably only going to affect champions sitting in the back line, aka mages who AP itemization is primarily balanced around.
I have to disagree about the 15 magic pen for two reasons. Most mages, ADCs, and supports that assassins target have 30-39 MR between levels 1-18. This should be getting you at least 9% more damage before an MR item is built through all stages of the game. The other reason is magic pen scales aggressively with other magic pen. You never build just 15 mPen. 15 combined with the 18 from boots lets you deal pure magic damage up until level 10. If you can use the domination rune for 10 more the magic damage has to be itemized against to stop it from staying unmitigated. Only much later in the game when people start building MR does 15 magic penetration alone become a 5% bonus in most cases. If the enemy team does buy MR early then they've delayed their cores, which is just another advantage that can be pressed. The health I just view as a bonus. It makes you more resistant to poke and AOE damage while you try to assassinate a target.
: >First of all all your doing is rephrasing what I said. no i'm not. There is a difference between how Volibear's W works and how Elise's spider Q works. The latter's is actually fairly powerful against tanks because the bonus damage is related to the flat amount of health they've lost. Volibear's bite only amps its base damage and can't be higher than double its base, which makes it much better vs squishies.
I am well aware that his base gets amped by missing health. That is why I wrote he gets bonus damage on his W from % missing health. It's an ability that deals sizeable pressure to champions below 50% health and kills almost anyone at 20% or lower. Volibear doesn't need a way to access this damage faster on tanks which he already beats and can itemize to kill faster.
: no, the flat damage on his W increases by a % for each % the enemy is missing. It's not the same as a % missing HP damage. If you're buying Liandry's on Volibear then I can't take you seriously; even with the new version he does not have the magic DPS outside of ult to justify buying it, and it's not anywhere close on his list of priority items right now.
First of all all your doing is rephrasing what I said. Secondly he does do enough magic damage to justify Liandry's especially with his increased E damage. Not that it would matter considering he can proc Liandry's on every ability but Q. It has perfect stats for him, and has good up time even without investing fully into 40% CDR. You should try it if you haven't. it makes tankier targets much easier to deal with even though his execute already accomplishes that.
: > [{quoted}](name=exiledtyrant,realm=PBE,application-id=AYQh7p7O,discussion-id=WO8UtiYm,comment-id=0002,timestamp=2018-02-07T07:27:46.807+0000) > > Lichbane is fine as are all the sheen items. If you want a mid game power spike go for the new morellonomicon. You can sit on shadow orb for quite some time and the completed item gives great stats. 15 pen adds a good damage amp while grievous wounds makes it much harder to heal through your burst later in the game. The hp is also nice since its much harder to itemize any bulk as an AP assassin. If anything protobelt needs to be flat out removed since the active is a balancing nightmare if it performs well and the stats themselves compete against better hp/ap items. As I said in 2 other comments, and just now edited into the post, the main goal is to suggest getting assassin Itemization implemented. Perhaps suggesting lichbane get reworked for it is a bad idea, but if it's a standalone item then that's equally as appreciated. As for viability of the new Morell, well it's not exactly optimal. There's a chunk of wasted gold from the HP and Passive, and most importantly is the heavy lack of CDR. Champions like Akali and ekko are one thing but when you get to Kassadin and fizz it's mandatory to get 40% CDR on them. With the removal of 20% CDR Morello you're stuck in a tight spot for build paths. With fizz it already requires the use of the CDR rune to hit 40% with his meta build, but if you were to rush it morello on him then you'd end up sacrificing boots in the end for Lucidity boots which just means I'm trading 18 pen from boots for 15 from the item. There's definitely alittle bit of biased from me by mainly focusing on how it'd interact with my champion, but from an unbiased standpoint the melee AP assassins definitely need more attention. Even a single item purely focused towards them would make a world of difference.
Sure they could use more assassin items for AP, but morello is a pretty good fit for most is all I'm saying. Morello has tier 2 AP, a magic damage amp that's relevant on any target at 100 resistances or lower, and 300 hp on a class that does have to go into harms way most of the time to do its damage. That's worth the 3k right there, but then you have the added bonus of halving the sustain of anyone you are targeting. I feel that package is being way undervalued. Kassadin also has a pretty good deal on the new archangel. He can start doing 800 mana jumps basically as soon as he finishes the item, and his damage doesn't suffer for it (since he can use high levels of his ultimate more often and earlier). If they were to rework anything maybe the hextech line and nashor's tooth could do for another look? A lot of penetration items can be problematic and Riot seems to be evaluating their stance on CDR again if the Haste item clause is any indication. Burst actives and on hit seem to be the safer things to touch.
: He has zero % hp abilities. Volibear is absolutely worthless at fighting tankier opponents; that's why I think the E change would be nice. Doesn't make him a monster anti-tank but lets him at least chunk a bruiser/tank if he catches their dash or uses his combo on them.
He gets bonus damage on his W for % missing health. If you let him shred health equally he hits the % missing health kill window faster on squishy and tanky targets which I don't think is a good idea. He also isn't worthless against tanky targets especially with his ability to utilize liandry's torment effectively. Even more so now.
: So with the new Leandry's Some champs are going to need to be nerfed
I'm a bit worried about the 10% damage amp stacking with abyssal mask myself. The percent health damage may need to be lowered too if it's going to remain as %max health since the % amps also amp that damage. I haven't used BORTK in awhile so i'm not sure how the AD equivalent compares, but 4% max hp a second is pretty strong on a lot of abilities. I was using it on volibear in one match and even at 2% ( wasn't sure it I wanted to add rylais utility to my ulti) it was adding sizeable damage to my ultimate over a wide radius.
: Volibear's E bonus damage should be percentage and not an extra flat amount
I like his E as is. It gives him a nice amount of damage to bully people around and incentivizes him to hit the softest target for his flip, which he should be doing anyway. It also makes building AP/HP items feel better than they did before. Two percent hp abilities would more than likely just have him blow up soft targets like he does now, but also dominate tanks as well.
: Can lichbane get a rework with the upcoming buffs?
Lichbane is fine as are all the sheen items. If you want a mid game power spike go for the new morellonomicon. You can sit on shadow orb for quite some time and the completed item gives great stats. 15 pen adds a good damage amp while grievous wounds makes it much harder to heal through your burst later in the game. The hp is also nice since its much harder to itemize any bulk as an AP assassin. If anything protobelt needs to be flat out removed since the active is a balancing nightmare if it performs well and the stats themselves compete against better hp/ap items.
: Wasn't morde defined by his ultimate. I'm not sure it would be a good idea to remove it. The issue with morde is that pre-rework he was an mage. Than they tried to change him into a juggernaut. So now he's an mage that tries to be a juggernaut. Their are two rework solutions to this problem: * Change him back to an battlemage like he originally was * Change him to an actual magic damage juggernaut (thematicly it should still makes sence but everything besides his ultimate needs to be reworked compleetly again. What I would do however is that he gains increased movementspeed when moving towards targets that he ulted. Morde AD direction was just flat out stupid. He always worked better with the AP oriënted builds. He clearly is an juggernaut (hybrid battle mage) or battlemage (hybrid juggernaut). And a rework needs to refect that.
Mordekaiser is defined by three things ability wise. His ultimate, being able to convert damage in to defense via iron man, and having the highest damaging basic ability in the game Mace of Spades. I am more than willing at this point to give up the high point his ghost provides for a more satisfying kit across the board. He can still keep the ghost theme without having a direct copy of a champion and all the problems it brings. I prefer a heal/shield execute as it seems to be the most practical solution for a champion that wants to kill someone and then move onto the rest of enemy team constantly spreading damage. Keeping the ghost as is has only resulted in nerfs over the years or this new rendition of drastic unreliability throughout Morde's kit. As far as being a magical juggernaut goes i think the ability scaling revamp went very well. Mordekaiser actually builds AP better now than pre-rework Morde. The base AD buff alongside Streaks Rage gives him more AD than Old Morde ever built ( that's counting Bloodthirster Morde, Gunblade Morde, and Rage blade + Gunblade Morde builds of the past). Total AD scaling has let Morde build 0-1 AD items now instead of 1-3 AD items he always built in past seasons. While there was a small stint of him playing burst mage during the Deathfire Grasp era he has had many more years performing as a magic damage fighter. The current scaling and magic damage kit reflect that. Its the inability to act on that fantasy what I find frustrating.
: I agree with everything on this post aside from removing ghost on ult. The ghost is Morde's most unique ability and it should stay, but his ult is pretty crappy aside from it.
The problem I have with Mordekaiser's ult as it stands is the rework showed us exactly what we have to give up to have it, and in my opinion the cost is to high. It sucks up the power budget in such an extreme way now that it makes it hard for every other ability to not suck. Morde has become less of champion that can rely on his on skill and damage to guarantee ghost and more of Shot caller that marks people to fulfill his win condition for him. This feels bad, especially with all the other team coordination forced onto his kit for him to succeed. That being said there is a good reason Mordekaiser has been turned away from more reliable ghosts. Ghost has always been a win more ability tacked onto what used to be a fairly decent heal / execute. Its the fast objective killing tool in the game. It can make the first fight lost in a lane an instant tower kill. It can make the first inhibitor fight win into a full on nexus. It can also ensure some of the earliest baron killing times. While there is probably nothing more satisfying than having the enemy ADC kill their own nexus, I would gladly give up this high moment for more reliable and powerful basic abilities. As it stands ghost has not only nerfed Q, W, and R in power level, but it also made them unreliable without team mates. I don't like having team mates determining how well 3/4 of my abilities will perform.
: Mordekaiser Feels Bad to Lane and to Jungle
The problem with fleet foot is that the move speed only last for one second. That gives you enough for 1-2 swings at best. there's no real pay off without landing all three hits though though. The sustain itself also isn't that great because it needs to an auto attack, something that Morde doesn't get to do a lot of. Its also one of the main reason taste for blood is so good and fleet footwork is so bad on sustain because Taste procs off abilities and basic attacks while having almost the same downtime Fleet does. For comparison I usually have 2k+ total healing done by taste for blood by the end of a match. Fleet has gotten me barely 200+. Glacial Augment is interesting, but becomes redundant past the laning phase. Mainly because your picking up Gunblade or Rylais by then. You take away a lot of offensive power for free frozen mallet Morde can't abuse. The slow still falls off before completing a 3 hit combo too. Morde takes a little over 3seconds to complete all 3 swings of his Mace of spades and that is without weaving in other skills that cancel his attack making it take even longer. A problem that was easily avoided when he only had to swing once.
Rioter Comments
: Leveling PBE Feedback Thread
I really like the new leveling system. The rewards were generous and the removal of buying runes looks like champion acquisition will be a lot better now. As someone who has been with the game since year one I still only have 28 out of 138 champions. The influx of shards and essence given from level 1-30 is sure to give new players a major jump start on owning most of the roster without worrying about the major IP dump runes were. It will also help older players like myself who didn't have as much time to farm IP past acquiring a majority of the runes needed to be functional.
: Runes Reforged PBE Bugs & Feedback Thread
**_Overall Rune Feedback_** I like how the new rune system condenses masteries and old runes into a more easy to digest package. I also like that there are themes and specializations you can build on. However, I don’t like how each specialization feels so incomplete from tree to tree. I found it frustrating to spec into all move speed utilizing celerity, phase rush, and water walking only to have ultimate hat, nullifying orb, and manaflow band stick out like a sore thumb. It made the initial build feel incomplete especially since including water walking was so situational to begin with. Specing into inspiration as a secondary allowed even more move speed options, but didn't feel right overall. I would much rather have primary trees come as a complete package while secondary trees allow you to pull from another strength not offered by the primary tree. Right now it feels as if the trees lack unity within their given specializations. _**Sorcery **_ Aery - This is a very useful keystone. Combined with scorch it gives good early game poke. Aery falls off around level 10+, but serves its purpose well. Arcane Comet- Aery is so good that this keystone doesn't feel like it can compete in the same space. The AOE lacks control of where it will be and the radius doesn't guarantee that it will hit more than 2 people per team fight to begin with. Long term it may outperform Aery in damage, but even then it is beaten by electrocute late game. Arcane comet competes with an early game keystone that outperforms it and a late game keystone that outperforms it. It would be much better if Arcane Comet could focus more on securing its AOE niche. In single target it just doesn’t compete. As a wave clear tool or a reliable AOE team fight option it could really shine. Phase Rush- Feels very weak until mid-game. The damage oriented options almost always feel like a better pick simply because you dump a lot of lane and early team fighting power picking this rune. There are also too many disengages to make use of the 3 second speed boost. Either a longer duration or a lower cooldown would be nice. Nullifying orb - Absolutely murders any AD vs AP lane match up. Picking this rune is like a free barrier every early game duel. It puts too much power in the hands of AD players and makes a smart AP player passive because of it. I'm torn with just getting rid of it or giving it a much more punishing cooldown. Free scaling hex drinker is just not fun to play against. **_Domination_** Dark Harvest- I don't like that you can keep the souls and that they don't have a cap. Either the souls need to decay or there should be a damage cap. Some champions shouldn't be able to stack damage like Nasus, but that's just what this key stone allows. I'm also afraid of the spit pushing strats that could evolve from dark harvest stacking + demolish. I can imagine a few health stacking champs gaining free tower damage from harvest and demolish absolutely dominating towers 20+ minutes in. Predator- Instead of scaling the cooldown down how about takedowns reducing the current cooldown by X seconds like you did for magical boots. The CD is ugly, but active game play that lets you get predator up more often could make the chore of reducing a long CD fun. **_Precision_** I don't like that attack speed is the main bonus of this tree. Attack speed is almost as exclusive as mana when it comes to stats. Why not a more inclusive stat so that everyone would want to try it? Also where is the battle mage/ spell sword love at? I though this tree would provide more options for champions that mix auto attacking with abilities. Maybe that is the extra tree you guys are missing? Overheal- I saw this mentioned before but I would like to bring it up again. Something about overheal is breaking Mordekaiser's shield. I think it may be taking damage right after triggering the overheal shield. **_Resolve_** I just don't like this tree at all. All of the things you could specialize in are all on the same line. You can't be good at regaining health (domination does this better for selfish users anyway), building resistances, or utility because they are all on the same row. Grasp is also fairly limited with it only being able to trigger on auto attacks and its 4 second wind up. Resolve needs to become an actual tree before judgement can be passed on it. **_Inspiration_** I feel like sorcery could have some things swapped with inspiration as far as runes go. Water walking is a major stand out to me. This rune bends the rules and requires prior game play knowledge to use well. Meanwhile approach velocity would fit more with the ability user themed tree. The CDR options in sorcery also feel like more of an inspiration type theme. Glacial Augment - This feels a bit oppressive so far. A free glacial hammer, especially for champions that would use it as a luxury buy or just plain wouldn't have the space for it (Fiora, Yasuo, etc….), is dangerous. It gives utility that is consistent, useful, and powerful throughout the game. It gives melee champions with dashes a lot more dueling power on already strong duelists and a way for ranged tops to be even more painful to play against. Futures Market - It’s hard to know exactly what kind of advantage this rune gives you while playing. The concept of debt in LoL and how to utilize it is confusing. It seems to be a late game rune that can cut down overall item build cost far more than what magical boots offers. When and how though? Should you go into to debt multiple times? Is waiting for a bigger debt pool better?

exiledtyrant

Level 42 (PBE)
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