Let's talk about Malzahar [Analysis, rework suggestion]
Pre-rework, I played Malz mid and support. I wasn't a main, but he was a regular part of my champ pool, probably top 10. I have rank 4 with him, which would probably be 5 if you counted games before champ mastery was introduced. Since the rework, I no longer enjoy playing Malzahar, and have done so maybe 4-5 times (one mid, one supp, a few aram).
tldr
Q, E, and R changes were great; P was good but, due to nerfs, no longer working as intended; W is real bad and has such a large role in the kit that it makes the whole thing feel bad, even though everything else was actually really successful.
Solution: fix P (longer duration, less dmg reduction), rework W (combination of new and old passive, and you choose where Voidlings spawn).
Table of Contents
- Why Malz needed a rework in the first place: goals and direction
- Changes that have been made, and whether they were successful
- Goals for the rework, and to what extent they were achieved
- Ways to improve the current kit without bringing back the issues with the old one
1. Issues, Goals, and Direction
Riot did a good job explaining these, so I'm just going to quote the direction thread:
Generally speaking, Malzahar is a relatively low agency champion by virtue of his limited range and mobility. In order for him to succeed as he is on Live, he's balanced around being able to pretty reliably drop a full spell combo on whatever's in front of him and watch them die. We'd like to make it so he doesn't necessarily feel quite so much like a burst champion, but in order to make that happen, we need to give him a bit of breathing room so that it feels like he can comfortably navigate the fast pace game that League of Legends is today.
And the patch notes:
Malzahar faces a constant dilemma: never use his abilities in lane or push constantly. This playstyle causes Malzahar to be very binary and non interactive; either he has enough AP to drop his spells on a wave and leave lane or he slowly pushes out, leaving him exposed to constant ganks. As well, the nature of his ultimate - cancelable by any CC - makes Malzahar’s power curve binary by necessity: you either stop his channel or somebody dies.
In both cases, what Malzahar needs is leeway; a brief window of protection. Adding that window allows us to dial back on Malzahar’s burst and wave clear while giving him more sustained threat in a larger fight. Malz’s actions shouldn’t feel inevitable, but at least he’ll feel less bad about trying to make plays.
He’ll still be the consistently damaging Voidling master, but he should feel better about brawling near the frontlines when he brings more sustained cooldowns and a little bit of protection.
In summary,
- Laning vs Malz was boring, since he'd just instaclear the wave.
- Fighting Malz was unfun; getting 100-0'd while suppressed sucks. but
- If Malz couldn't do ^those, he was pretty useless.
- I'll add: It was/is especially frustrating to have your ult interrupted by the champion you're ulting. ex: You ult draven right as he casts stand aside, immediately canceling your ult.
2. Changes and their impact
I've paraphrased for brevity, and left out changes to mana costs, which had more to do with AP itemization changes than Malz's play patterns.
Q: Call of the Void
- Damage down by ~1/4
- Silence down by 1/3
- Cooldown down by 1/3
E:
Space AIDSMalefic Visions
- Base damage down by 1/3, AP ratio down by 1/8
- Damaging a target with Q or R refreshes the duration
R: Nether Grasp
- Creates a null zone under the target, that lasts for 5 seconds
- Reminder: Suppression lasts for 2.5 seconds
- Flat damage changed to %HP, dealt in an AOE beneath the target
These abilities haven't changed since patch 6.9 (the initial rework).
This is a great set of changes.
Q & E: The lowered damage means Malz is less bursty and needs to stick around a little in order to clear waves, but the lowered Q cooldown and the E refresh means he can still trade effectively. It also adds a bit of mastery to his kit (managing E's duration), and makes the boring "put E on them and walk away" harass less potent if he misses the (skillshot) Q.
The biggest downside is that there's no visual feedback to show the refresh, which may not be confusing to opponents who haven't combed through the tooltips.
R: Lower damage means Malz can't 100-0 you while you're suppressed. But, there's a bunch of upsides for Malz, too:
- The null zone lasts even if the suppress is interrupted, so your ult isn't 100% useless even if it gets canceled right away.
- It also lasts longer than the suppression, so you can keep doing damage if your allies can lock the target down. This lets it stay strong in teamfights and ganks without being stupidly OP in 1v1s.
- It's AOE damage based on the target's max hp, so it doesn't feel terrible to ult the enemy frontline.
- Playing safe feels better; you no longer feel like you have to dive and ult the enemy carry in order to be effective.
Passive: Void Shift
Patch 6.9
- New passive added. Basically a Banshee's Veil for spells and AAs, that lingers for 1s after it gets popped. Patch 6.10
- Cooldown changes that don't matter. Patch 6.15
- Cooldown nerf that don't matter.
- Linger reduced to 0.25s from 1s
As much hate as this passive gets, in my opinion the original idea of it was great. Having a second of CC immunity makes your ult so much more reliable, which makes up for your lowered burst. And in teamfights when you don't have your ult, it lets you get in range to hit your E, then back off and hit your Q on the way out to refresh the duration. Old Malz couldn't do that without risking his life, so he just had to poke with Q (and sometimes W).
The patch 6.15 nerf threw that idea away, and basically just makes him stronger as a support and harder to catch out. (To be clear, I don't think there's anything inherently wrong with Malz support, but I do think there's something wrong with the play pattern of "try to avoid interacting with the enemy until my passive is up, then win a trade by brute force.")
I also recognize that 1 second of basically full immunity from the enemy team is ridiculously OP. However, I'm not convinced that Malz needs 90% damage reduction for the passive to do its job; if Malz lost some damage reduction, he could get back a bit of the passive duration.
W: Void Swarm
Patch 6.9
- Malzahar spawns a Voidling, which lasts for 12 seconds. For the first 8 seconds, he spawns another each time an existing one attacks a champion or large monster, or assists in killing a unit. This can only happen once per Voidling.
- New voidlings last for whatever's left of the original 12 seconds.
- When 3+ Voidling are active, they all gain bonus attack speed.
- Voidlings deal physical damage (scales with AD) and magic damage (scales with AP). Damage is halved vs monsters and tripled vs low hp minions.
- Voidlings gain bonus ms toward priority targets (marked with †)
- Attack priority
- Target of R †
- Enemies in R's Null Zone †
- Affected by E (champions first, then minions) †
- Nearest target
- Removed: Malzahar's autoattack target
- Removed: Leash range Patch 6.23
- Change to a 2-charge system
- Voidling health changed to 3
- Damage buffed
- Window of time to spawn additional voidlings down to 3s from 8s
- Voidling assists no longer spawn more voidlings
- Removed triple damage to minions below 20% health
- Added triple damage to minions affected by E
- Removed bonus attack speed when 3+ Voidlings are active.
- Voidlings only get bonus MS towards priority targets when they're within 600 units of Malzahar Patch 7.3
- New: Voidlings spawn after a 0.35s delay.
- New: 1s cooldown between casts.
- New Effect: Past 600 distance, Voidlings move more slowly the farther they are from Malzahar.
Oh, boy. This ability right here. This is the problem child. Let's dive in:
- It reads like a short novel. 102 words on the wiki. I consider myself one of the more knowledgable League players, and I didn't even fully understand it until just now, after spending half an hour re-writing the patch notes. And even now, I doubt I'll remember it all in the heat of the moment, next time I face Malzahar.
- Complexity makes an ability hard to optimize, and that's a good thing. For example, Ekko's stun creates tons of interesting decisions and outplay moments for both Ekko and his opponents. But you can't even try to optimize an ability that you can't understand.
- It's frustrating and unsatisfying to use. Playing Malz, sometimes I cast W and suddenly have an army of Voidlings mauling my opponent's face. Other times, my one little voidy dies without getting off a single attack. Either way, I don't feel like I outplayed or was outplayed.
- Part of this is related to point 1. Now I know it's important for me to have my E on them and to stay within 600 units, but there's no way I'm going to find that out without poring over the tooltip. Does my opponent know to hang back and avoid the Voidling, but only for the first 3 seconds? Let's hope not.
- It's also related to luck. The ability's damage is quite nearly doubled if the first voidling gets in an AA at 2.9s instead of 3.1s.
- It just generally sucks to have such a large part of your damage be so far outside your control.
- It's unduly strong vs melee champions. Particularly in the early game and in the bot lane, it's really hard to make the ability strong vs ranged champs without making it oppressive vs melee, who don't have the choice to throw spells while kiting back. Leona thought she was going to be able to engage during this laning phase? Lol. (I'm definitely not a salty Leona main).
Stats
Patch 6.14
- Movement speed reduced to 335 from 340.
- Attack range reduced to 500 from 550.
No strong feelings about these, particularly since voidlings no longer follow Malz's AAs. They're different balance-wise, but I think either would be acceptable to balance around.
3. Rework goals: Achieved?
In the malzahar direction thread, Repertoir shared some criteria for what a successful rework would look like. Let's do a spot check and see how it's done.
Here's some stuff we're happy with about Malzahar and are unlikely to change:
- Functions well as a reliable anti-mobility/anti-assassin via Nether Grasp (R).
- Has really fun/unique farming patterns via Malefic Visions (E).
I'm going to give these both a check. Farming with E is still interesting (if slightly harder), and Zed thinks he's gonna dive you at 6? What a dumbassassin.
Here's some stuff we're less happy with and are actively trying to resolve:
- A simple W>E>R is often enough to eliminate or remove enemies, leaving them little opportunity to act outside of not getting into his range.
- Malzahar is inherently low agency, and is historically balanced in a way that means he forces similarly low agency situations upon opponents.
- Voidlings are a cool and unique element of the kit that often don't play a large role in his success throughout the game (AD Malz aside).
Here, there's less success. E>W>R won't boop someone, but W>E has a similar effect, early game. Malz got some agency with the Q, E, and R changes, but a lot of power was shifted to his Voidlings, over which he doesn't have much control. And while Voidlings certainly play a large role in his success, it's not in a way that feels good to the Malz player.
Here's what I hope will be true of Malzahar following his changes:
- Malzahar's kit will feel familiar to Malzahar players; he has a lot of cool spells/visuals, and we don't want to change that.
- Malzahar will feel less like a burst caster to everyone.
- Malzahar will continue to be low range and low mobility, but he will feel less vulnerable.
- AP Malzahar players will care about using their Voidlings correctly.
- AD Malzahar will still be a decent option.
- Malzahar's kit will have clearer signals for how he could have played better and/or how opponents could have played better against it.
- Playing Malzahar still won't be a mechanically intense/exhausting experience.
These were mostly successful. However, there are still many clarity issues around Voidlings (discussed in the previous section) and AD Malz seems to be dead. Maybe it's bad, or maybe it's so similar to AP that there's no reason to pick it; I'm not sure.
Malz support box
I don't think there's anything inherently bad about Malzahar support. The real questions are:
- Is Malz support healthy for the game?
I don't think so. Voidling strength vs melee champions makes it really hard for melee champions to play League of Legends during laning phase. Q and R are fine abilities in bot lane, but if Malz is ever a strong support because of his E, there's probably something wrong (winning a lane from spamming point and click damage is not a fun thing #pantheon).
- Can Malz be balanced for both support and mid?
- If not, which is a better choice to balance around?
I think it is possible to balance Malz as a primary mid and a decent-but-niche support, as he was before the rework. His E has a lot more play around it when Malz is farming, but his ult is more interesting in a 2v2 lane. Overall I'd give the edge to mid lane, since you use E a lot more than R. If adc bot is ever not mandatory, Malz bot would probably be the most interesting.
Overall, I think it's a problem if Malz support makes Malz mid unviable (as it currently does in pro play), but not vice versa (although if Malz supp is viable, that's great).
The verdict: Unfortunately, the one bad part (W) is so central to the new kit that it overshadows an otherwise well-done and successful rework.
On the upside, this means a little more work will go a long way: Malz would be a really good candidate for small-scale work (like Shyvana, Alistar, or Amumu).
4. Looking forward / Rework part II
Here's what I would do to fix Malz. I've estimated some numbers to give you an idea what I'm going for, but numbers are really hard to do without playtesting; please don't focus on the specific numbers too much.
Passive: Void Shift
- Damage reduction reduced to 45% from 90%
- Linger increased to 0.5s from 0.25s
R: Nether Grasp
- Refreshes passive on cast
These changes give Malz a slightly longer window to set up trades in lane, without making it feel pointless to try to poke him down. They also make R much more reliable, so it is...
- Easier to balance in a teamfight scenario (where it's often interrupted immediately) vs a 1v1 scenario (where it's seldom interrupted at all).
- Less frustrating for Malz, since the ult can no longer be interrupted by its target.
The damage reduction nerf is for power, and so the ult isn't effective as a defensive reaction (eg, to a Veigar ult).
[Updated] W: Void Portal
Malzahar creates an untargetable rift to the void that lasts 30 seconds. On Malzahar's fourth subsequent ability cast, the Rift transforms into a Void Portal, which lasts for 12 seconds. The Portal spawns one Voidling immediately and -- for the first 3 seconds of its lifetime -- spawns another the first time a Voidling attacks a champion or large monster (visually, the Portal collapses after 3 seconds). Voidlings share the Portal's duration. Voidlings cannot walk farther than 500 units from the Portal unless their target is affected by Nether Grasp or Malefic Visions. They gain 100% bonus movement speed within that range but lose 10% per 100 units past it.
- Range: 800
- Cooldown: 20 / 19 / 18 / 17 / 16
E: Malefic Visions
[New] Autoattacking a champion or large monster affected by Malefic Visions extends the duration by 1 second (never longer than the initial 4s).
Here's the bread and butter of the changes.
- Voidling spawn, while not actually that much simpler, is now much easier to visualize and understand without studying the tooltip, due to visual effects on Void Rifts / Portals.
- By forcing Malz to pick a location for Voidlings to spawn from, we balance his effectiveness vs ranged and melee.
- Although Voidlings tend to be more effective against melee champs, Void Rift placement is more effective against ranged.
- If you put a rift under the enemy caster minions, it's in position to either waveclear or fight your ranged opponent.
- If a melee opponent jumps on you, kiting back towards your tower also means kiting away from your Voidlings.
- Although Voidlings tend to be more effective against melee champs, Void Rift placement is more effective against ranged.
- Delaying the spawn takes away quite a bit of power, which allows us to add the other buffs.
- It also provides a window of power to play aggressively vs Malz, particularly for melee champs. The current long cooldown on Voidlings means there's a window where Malz can't really fight you, but he can usually keep a voidling in his back pocket to force you to back off. Now, if he burns his E, you've got a window where Voidlings can't stray far from their portal (unless Malz ults).
- Now Malz needs to cast his other spells in order to spawn Voidlings; Malz supp doesn't have a mana restore mechanism.
- This doesn't mean supp is automatically bad; it's just another lever for tweaking his balance between lanes.
- The boost for autoattacking gives Malz a reason to stay in fighting range of his opponent instead of dropping an E and running away.
- Also, maybe it lets AD malz can make a comeback.
- Most importantly, it creates a lot of gameplay for both Malz and his opponent.
Say Malz mid has a Void Rift near the enemy caster minions, that's one cast from activation. The enemy laner knows this, and wants to avoid getting E'd and zoned off the wave. They can back off until the rift times out, or they can push the wave, and force Malz to use his spells to clear the wave.
Both Malz mid and support have a pattern to maintain constant pressure: create a new void rift on cooldown (every 20 seconds). Cast Q and E to get this rift to 2 charges and spawn a Voidling from the previous one. By the time that voidling times out, E is off cooldown again, so you can spawn the second Voidling with another QE.. or wait 10 seconds until your W is back off cooldown. If that went over your head and you want a visual, here's what I wrote when I was figuring it out for myself, to make sure there'd actually be a time when you could fight Malz.
Turns out it's a great pattern for pushing the lane hard, or forcing the enemy botlane to stay back... but in bot it's really mana intensive, and in mid, if your opponent can force a fight, they can mess up your timing and create a window when you've got no Voidlings to fight with. Trade-offs and counterplay!
What if it turned out this rework is underpowered/overpowered?
Aside from numbers tweaks, if it's overtuned I'd remove the passive refresh on ult, which is nice but not essential. If it's undertuned, I'd make R count as 4 spellcasts (ie, instantly activate any Void Rifts).
Closing thoughts
Please, leave feedback! Do you play Malz? If so, do these changes sound fun to you? If not, do these changes sound more fun to play against?
Remember, no idea is perfect on the first shot; if you like some parts of this but not others, that's good feedback, too!
edit: I made this before reading the 7.8 notes, so it's based on Voidlings with 3 hp, not 2. Voidlings shouldn't need to
was one of the few mages along with
who could jg. But yeah, now he is forgotten.