Talk:Mordekaiser/@comment-24951773-20170208000121/@comment-26203093-20170208140120

"Can" is an exaggeration. Their kits are built for extended fights, and survivability makes massive differences compared to damage increases; their base damages are too high compared to ratios. The only exception to this is if your team has enough cc to let you just run at the enemy team without having to worry - which is unlikely to happen since basically everyone considers juggernauts part of the frontline and protectors to some degree, despite having enough damage to replace adc's in teamfights. illaoi does enough for 2 adc's or more if she's properly supported.

Honestly, alternatively they could just have othe offensive stats provide survivability - it's just a different side of the same coin. It still causes redundancy, though, since "why pick a different stat with the same purpose?", so you'll need to maintain some of that. Max health for surviving burst, for example, Armour is amplified so long as the shield is maintained, and AP could provide sustain, maintaining the most health/shield over long periods, and then AD simply for the most damage. So long as actual choice is maintained, you can do a lot of weird things.

I was also thinking about W not even having a duration, it's a toggle, and constantly drains health, but would provide more shield in the long run if you just keep it going, and then reactivating it would give burst of both damage and survivability. Then there's the same choice, but on the fly. Maybe have the tick rate scale with CDR for the purposes of maintaining the same scaling curve.

The E needs to have something done with it, though - the shield it provides doesn't do enough unless the passive itself is buffed, since it just causes shield overflow. Just reducing the cooldown AND the shield, or increasing the damage would make it feel better.