A Malzahar Rework that's aboslutely necessary
I thought i'd throw my idea out there as to a good solution to a lot of his current problems like his combo power, his voidlings problem with consistency, and his passive, that just don't make the champion enjoyable to play as or against. The idea behind the rework is to make the champion more distinct, cohesive, and healthy to balance. Such a rework will not be for everyone, but there's 141 (soon to be 142) other champions which might be more to your fancy, so if you enjoy the existing version of the champion better than this proposed rework, you could just go play someone else instead.
##( Passive ) Summon Voidling On every fourth ability use, Malzahar summons a Voidling that that lasts for 21 seconds or until killed. Voidlings grow in size after 7 seconds, gaining 50% bonus attack damage and 50% bonus armor. After another 7 seconds, they frenzy and gain 100% bonus attack speed. Voidlings target enemies based on a priority, descending order, Nether Grasp target > Closest Malefic Visions target > Malzahar's attack target > Proximity
( Q ) Call of the Void
RANGE: 900 / 400 COST: 80 / 85 / 90 / 95 / 100 MANA COOLDOWN: 9 ACTIVE: After a 0.5 seconds delay, Malzahar summons two orbs at the target location perpendicular to where he is facing, dealing magic damage to all enemies caught between the orbs and silencing them. MAGIC DAMAGE: 80 / 135 / 190 / 245 / 300 (+ 80% AP) SILENCE DURATION: 1.4 / 1.8 / 2.2 / 2.6 / 3 (No longer refreshes Malefic Visions)
( W ) Null Zone
RANGE: 800 / 250 COST: 90 / 95 / 100 / 105 / 110 MANA COOLDOWN: 14 ACTIVE: Malzahar creates a zone of negative energy at the target location for 5 seconds, dealing magic damage every second to all enemies standing on it (capped at 120 against minions and monsters) TOTAL MAGIC DAMAGE: 20 / 22.5 / 25 / 27.5 / 30% (+ 5% per 100 AP) of target's maximum health
##( E ) Malefic Visions RANGE: 650 COST: 60 / 75 / 90 / 105 / 120 MANA COOLDOWN: 15 / 13 / 11 / 9 / 7 ACTIVE: Malzahar infects the target enemy's mind, dealing them magic damage every half second over 4 seconds. TOTAL MAGIC DAMAGE: 80 / 140 / 200 / 260 / 320 (+ 80% AP) If the target dies during this time, they pass Malefic Visions onto the closest enemy, refreshing the duration and restoring mana. MANA RESTORED: 10 / 14 / 18 / 22 / 26
##( Ult ) Nether Grasp RANGE: 700 COST: 100 MANA COOLDOWN: 120 / 100 / 80 ACTIVE: Malzahar knocks down the target enemy champion and channels for up to 2.5 seconds, suppressing them and dealing them magic damage every half second while the channel holds. TOTAL MAGIC DAMAGE: 250 / 400 / 550 (+ 130% AP) (No longer refreshes Malefic Visions)
##Voidling Stats 250 - 1100 (based on level) Attack damage 25 - 110 (based on level) (+ 100% of Malzahar's bonus AD) 37.5 - 165 (based on level) (+ 150% of Malzahar's bonus AD) (after 7 seocnds)
Attack speed 0.831 1.496 (after 14 seconds) Range 100 / 1700 Armor 30 45 (after 7 seconds) Magic res. 50 Mov. speed 451
Figured it was just easier to completely remove the passive, seemed disjointed from the rest of the kit making it less cohesive and fixed a portion of the problems in doing so. The base damage and scaling on the ult might be a little bit too high, but because it's single target with the Null Zone being detached from it, it made sense to give it decently high damage, more akin to an assassin ult than a mage ult, which likewise can be interrupted by the target's teammates easier without the shield.
The increased delay on the Q (i think it's about twice what it is now) should make it easier to dodge and the increase CD and silence means it's still an important skill to land, but you should see no net change in the amount of CC it puts out.
His voidlings don't scale with AP anymore, so i compensated that lost damage for AP malzahar onto his E, by giving it some more base damage.
This new W should be a little bit more consistent than the current version, as, unlike the voidlings, it doesn't vary from being killed having done no damage, to summoned 10 voidlings which melt anything they come near until they time out.
Then the voidling changes also make it so that you can more reliably able to get some damage in, but will still fall off more in the late game, but not be as binary. Also changed the AD scaling from magic damage to physical damage for consistency to make him healthier to balance.
Edit: Oh, and almost forgot! I think that this would also allow for crazy new builds involving AD, by not only taking away the inconsistency of the current voidlings' health system, but i think it would also make building AD decently viable, and his AD scaling would actually deal physical damage (crazy concept I know), but also make it feel distinct and different from AP.
You'd basically have two champions bundled into the price of one! You could even meet in the middle hybrid builds combining tanky AP items like
with tanky/damage AD items

[sg-kiko]