Malzahar [Small Gameplay Update]
What I will be introducing to Malzahar is an escape tool, but with the added utility will take a small notch off his damage to compensate. I also want Malefic Visions to feel more like a sustain damage spell by max rank even without cooldown reduction. In short, I will emphasize Malzahar's hyper mage status even further. Another tidbit is that Malzahar added utility I will suggest will make him less ultimate reliant to get off damage with his Null Zone.
Null Zone (W):
Passive: Targets afflicted by Malefic Visions that took damage from Null Zone will be rooted in place for 1.35/1.45/1.55/1.65/1.75 seconds.
Malefic Visions (E): Cooldown lower to 12/10/8/6/4 seconds; Cost: Lowered to 60/65/70/75/80 Mana
Damage adjusted to 80/110/140/170/200(+100%AP) magic damage over 4 seconds.
New effect: Malefic Visions deals 20/25/30/35/40% increased damage against Minions.
Refer to the Edit
So this may just seem like a majour damage nerf for the utility of a root on his Null Zone when it deals damage to a Malefic Visions target, but having a more reliable damage output on Null Zone because of the root keeping them in place to take that % max health damage and the root making Call of the Void easier to land greatly increases his damage output; plus voidlings cannot be kited when attacking rooted targets. The reason to why I decided to lower the base damage on Malefic Visions was because this is his point and click ability and Null Zone is not a snowbally spell damage wise because it is a late game spell and best against tanks while Call of the Void is a skill shot with a moderate delay. Anyways, something needed to be traded for having extra utility and most importantly an escape for Malzahar, and the delay for putting Null Zone directly on a Malefic Visions target is roughly ~0.5 second before taking damage/getting rooted in place so that there is never this instant root so there is a chance for the opponent can react before getting rooted, but as an escape mechanism you will probably always get either the root off to escape or Null Zone zones his attacker away with the threat of being rooted in the pool so that Malzahar can get away. Also the same unit can only be rooted one time per Null Zone. Increased damage to minions effect is so that Malzahar's waveclear is not ruined since a root does not increase his damage output at all against minions.
Hope you appreciate the thought! ~ Stacona
EDIT: New Idea:
Call of the Void (Q): Active: Silence adjusted to 1.5/1.75/2/2.25/2.5 from 1.4/1.8/2.2/2.6/3 seconds
Passive: Targets struck by Call of the Void that are afflicted by Malefic Visions will be rooted in place for 1.25/1.5/1.75/2/2.25 seconds
Malefic Vision (E): Damage and Cost will remain the same as LIVE values;
Cooldown lowered to 12/10/8/6/4 seconds** Post Edit:** Scratch it, everything is the same except for the Call of the Void and Malefic Visions interaction of the root and slightly lower silence duration to compensate for the root.
. This gives you 572 AP if my math is correct (again this is without Runes and Masteries) so his Malefic Visions does 320+458 (80% of his AP; rounded)= 898 damage. Your changes make is so it deals 180+572= 752. Thats still a loss of 146 damage although it will do 1128 damage to minions which is just overkill and kind of useless as it already can kill them without assistance with this much AP. Its possible my math is wrong but from what i got you are still missing out on 146 damage for a root that wont even help you survive, if they are going to kill you they are still going to kill you the only difference is you can delay it by hitting you root and silence. This is only kind of a bonus if they are Melee, if they are ranged this didnt help you at all.
), they should take a break and just use this post instead.