Frozen Mallet Balance
I think that it is difficult for someone to argue that the slow on Frozen Mallet is anything short of oppressive.
An immediate 40% slow on-hit for melee champions, or a 30% slow for ranged champions is rough when they already have the ability to stick to you.
Now, I completely understand that this is the whole purpose of the item, but I feel that it should really be a bit more forgiving at first, then reward the player for sticking to the target with sustained damage, opposed to landing a single attack.
I feel that this could be accomplished if the passive accumulated stacks on it's user from landing basic attacks against enemy champions.
My original idea would simply be to stack an additional 5% slow onto an enemy champion per stack applied to them, but as I understand it, slows do not stack.
My theory to work around this would be to apply a new slow on-hit based on the number of stacks accumulated on the player.
So for example, when the player initially attacks an enemy champion they will have 0 stacks, and will therefor apply a slow of 10% immediately.
Melee champions will accumulate 2 stacks per attack, and ranged champions will accumulate 1 stack which will increase the slow applied to the next enemy champion (can be the same champion) on-hit by 5% per stack. 20% for melee, 15% for ranged.
This will accumulate to a maximum of 6 stacks for melee champions and 4 stacks for ranged champions, to a maximum of 40% slow after 3 melee attacks, or a 30% slow after 4 ranged attacks, against an enemy champion for 1.5 seconds.
Stacks will last for up to 5 seconds without attacking an enemy champion before dropping off.
The thing that I don't really like about this is that it would mean that a player could attack champion A until they have reached full stacks, and then immediately attack champion B and apply the full slow. I ultimately find this to be acceptable since they would need to have been in combat already within the previous 5 seconds, but I would personally prefer if it could be applied on a per enemy champion basis.
can make good use of it. It gives them survivability and chase potential that synergizies well with their kit.
Yeah noc you can go full lethality and delete someone... and then probably just die. Or, you can go more tanky kill someone slowly, and survive unless they literally 5 man you when you jump in to start a fight. And if they do that, your team just cleans house because they blew all their burst to kill a drain-tank nocturne

