User blog comment:NicknameMy/Response Rework for the Mordekaiser Rework/@comment-10958553-20150223051516

EH UH NO SORRY I DISAGREE

The problem with Modrekaiser is his reliance on crystaline flask in the early game and spell vamp in the late game. I therefore, see two ways to fix him, that stem from one singe point.

First, give him his own way to sustain his health. His attacks (non mace of spades) could convert shield to health at 50% efficiency. This may sound painful at first but just give it a second. Also change up his kit to actually provide some interesting CC that is dodgable.

Second we have two options. 1: remove his ap scalings and add in health scalings. 2: remove his ability to profit from spell vamp outright.

Giving him health sustain in the early game should remove his reliance on crystaline flask and should open up his early game slot to an Amplifying Tomb, Doran's Ring, or Ruby Crystal. (Depending on what he scales with at this point)

Changing his scaling from AP to health shift him to more of a tank build and remove spell vamp from his list of items. Also he would look cool wading through the ranks of the enemy not taking damage even after his shield drops.

Removing his abiltiy to profit from spell vamp makes his gameplay less of a "hey look at me, I hit you, shielded myself, and healed myself!" and moves it to "hey look, i hit you and shielded myself, after this trade I might hit some things for some health."

The problem is not in the numbers. Its in the mechanics!