Some Ideas to Make Malzahar More Balanced~

AsianBear615·5/7/2016, 11:15:41 PM·3 votes·834 views

*This may not be the right way to balance him, just some things I thought up while in the shower. ^.^

So, as we know, right now Malzahar has a few gameplay problems:

  1. Reworked kit makes him loads better in jungle, and worse in mid.
  2. W does major damage (when able to spawn from monsters/champs) and takes up a lot of his power budget.

My proposals to balance Malzahar are:

  1. Make his W spawn less voidlings (Such as only the initial casted voidling being able to spawn more voidlings) -To make this nerf not completely ruin Malz, the lifetime of the voidlings could be bumped up to 15 seconds from 12.
  2. Make his Q and/or E do more damage, and decrease the damage of his W. -This would make his poke in lane more strong, while lowering the capability of his jungle clears.

Hope you agree with my ideas. Constructive criticism only, please!

5 Comments

Dracocrash5/7/2016, 11:35:22 PM1 votes

hah, mid malz does NOT need a buff, he has a 54%~ winrate (57% in the jungle btw)

When playing against malz, I find his passive to be frustrating because as a poke mage I dont feel rewarded when i land my poke, as an assasin I get punished for jumping on his with my burst(which he negates by 90%). as support I manage to catch malz out with my cc.. OH WAIT NO HIS PASSIVE. The only things that can kill him are adc's but that's hard to do when he can insta you with a rotation of his basic abilites and voidlings that will run at you faster than I run from a fed fizz.

He needs solid actual nerfs like drastic increase to the mana cost on his W and nerfs on his passive cd or the damage reduction, not the weak nerfs you suggested. and he DEFINITELY does not need compensation.

Kathash5/8/2016, 5:56:36 AM1 votes

Why does everyone always think mid or jungle for malz? I prefer to play him top. I build AD so it doesn't interfere with any meta "balance" and i only have to worry about ganks from one general direction (important as an immobile).

as for your proposals:

  1. only the initial spawning would mean if going against someone who could one shot them (they are fairly soft) it would reduce the ability from might do something to do nothing
  2. lifetime boost would be nice but at 30-40 CDR you can span a new starter voidling as the old set is about to expire
  3. q/e more damage would be nice but not entirely necessary. and they are reducing the damage he does to neutral monsters in a hotfix (down to 50% I'm sure that will kill of a good bit of his jungling)