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Redesigning Dr Mundo
Dr Mundo is very interesting and I like playing him.....BUT...he sux ass and pales in comparison to every single hero available, yet. Most teams regard him as a liability, and unfortunately they are right 99% of the time.
Let's examine his background and think of how we can improve/adjust him to be a viable choice in competitive games. Quote:
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Also, this hero is labeled as a disabler. I wonder where his disable disappeared?!? This hero works fine in pve. But against real persons, his conception is just not viable. He would need temporary cc-immunity and either a proper disable, or something to catch up with his victims. I would inverse the mechanic to: the I don't know, he is fascinating, but still one of the weakest heroes at present. Feel free to suggest improvements, or give a detailed view on how to rock with him. |
Make Burning Agony scale with his decreasing HP.
FIX the Cleaver, or at least make it easier to distinguish whether or not it's about to hit, like make it spin on a horizontal axis rather than vertical. Alternatively, rework the Cleaver so that it does %HP damage based on the distance your enemy moves over a short period of time. It's boring to have another skill randomly slowing enemies down and seeing that ugly yellow squiggly lines underneath the enemy champs... making the enemy champs "bleed out" will give an incentive not to run from Dr.Mundo, giving players a choice to run and sustain damage, or stay and face Mundo. Also, 5:1 AP for one single skill is silly; you may as well not give this champion any ability that uses AP if you're going to make his only AP skill 5:1. He's a fun champion and everything, but he's almost always forced to use the same build because of the lack of utility in his abilities. |
What kind of build are you talking about?
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Physically-attacking-your-opponents-build.
Even Tryn can opt for AP Slash/Lust pushing/farming build. |
I think Mundo definitely lacks some sort of CC immunity, or Trynd's ulti ;-)
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Well, you don't need to have CC immunity/escape/chase/[insert] ability on every single champion... that'd make the game one dimensional and boring, but he might need some sort of work-around since every existing champ focuses heavily on some sort of CC - directly or indirectly.
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The biggest issue is his health. He's supposed to run around without having full hp, but he is a goddamned melee, so engaging enemies in close combat is mandatory, when you want to achieve anything at all. But in late game, most fights are teamfights and the one with the lowest hp is bursted down instantly, so Mundo can't benefit from his strenghts.
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I build him with a Warmog's and a Force of Nature (or w/e the other regen armor is). I always have the hp to spam cleaver doing upwards of 700+ damage on tanks, I pretty much always have the hp to keep up Burning Agony, and I always have enough hp to pop sadism and run away and live/chase a running opponent.
Cleaver could use some extra range and adjustment to its hitbox. Burning Agony could use a significant increase in damage, a little extra range would be nice too. You could put the Rupture style bleeding on Cleaver and make Burning Agony slow, that'd be neat, but I feel Rupture-style bleeding shouldn't be on a non-ultimate because noobs won't understand. |
Burning Agony and his passive need some work IMO, beyond that his abilities are fine... Oh, and Infected Cleaver needs to have a better collision area. I'd like a passive that works like Warwick's Blood Scent ability, in which it activates when an nearby champ is low on health. Perhaps it could be a damage boost or something.
PS: I wish Mundo had Tryndamer's Ult. ;) |
I think that the cleaver should be target-oriented...i.e. when you target someone it flies at them regardless of if they're still in your attack range, similar to most other nukes. Maybe it could still hit the first thing it came in contact with in case the opponent was smart enough to hide behind creep or something, but I think the fact that it just flies in the direction you select is gimping it a bit too much.
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