My Malzahar Fix Idea, Via rework

deadlychuck··1 votes·385 views

So obviously malzahar seems to be a little strong atm. I thought i'd thrown 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. With RiotRepertoir commenting that he'd been think about how to fix some of malzahar's problems, i thought now might be a good time to throw it out there.

##( 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 Magic res. 50 Mov. speed 451


Figured it was just easier to completely remove the passive, seemed unnecessary to the rest of the kit 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 an the target's teammates.

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, that just seems like an unnecessary damage type conversion.


Edit: Oh, and almost forgot! I think that this would also allow for a 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, but also make it feel unique 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 item 3116 item 3027 with tanky/damage AD items item 3812 item 3071

[sg-kiko]

Rework: Make chances to something

8 Comments

Potchikir1 votes

i think she should spawn 3 weaker voidlings every 4 spells

deadlychuck1 votes

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

I specifically changed it, because it seemed like having fragile voidlings created unnecessary inconsistency of his power, without any method of manipulating their survival. So instead i went with more of a Heimerdinger turret approach rather than a Yorick Ghoul approach.

Wise Enough1 votes

I really miss AD scalling on voidlings, making him proper hybrid pick.

deadlychuck1 votes

Well he still has AD scaling, but because it converts to magic damage, it really only acts as a kind of precision balancing tool letting voldlings benefit a little bit more from fire dragon and baron buffs. By aligning the damage types it pretty much just kills any reason to ever purchase AD as a means to increase the damage output of voidlings.

Honestly adding in hybrid scaling to a champion is not bad champion design, but when it converts the damage type, it doesn't lend itself to building around it. Good idea to give him hybrid scaling, just poorly executed.

Mataka Tek1 votes

Anyone who thinks Malz is strong "ATM" obviously has not been playing him enough. He's overnerfed beyond stupidity. Examine the top 20 Malzahar players in the world, and you will see they can't sustain their win ratios. so, they switched to Swain or some other champ.

Mataka Tek1 votes

[{quoted}](name=Mataka Tek,realm=NA,application-id=3ErqAdtq,discussion-id=75xlsN18,comment-id=0002,timestamp=2018-03-04T05:11:06.227+0000)

Anyone who thinks Malz is strong "ATM" obviously has not been playing him enough. He's overnerfed beyond stupidity. Examine the top 20 Malzahar players in the world, and you will see they can't sustain their win ratios. so, they switched to Swain or some other champ.

But I do like the idea that the enemy champ gets a Knockdown during his ult. I don't like thta his vision would not be refreshed for the Q. Need to keep that, its one of the things that good Malz players can use.

deadlychuck1 votes

The reason that the cast animation on the Q is slower and Q has a longer silence and damage, paired with a longer CD, is to make it a more impactful.

The refresh is just fluff in the current kit. If a malzahar is playing even reasonably well, the extra refresh minds well just be a base duration increase on the E. Increasing the power per cast of the Q, but still splitting E's power between the base cast and the refresh is a little too much dependency on the, now harder to land, Q.

Stacona1 votes

It is a straight revert of old Malzahar.

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