The proper way to fix malz.
Make Q EXTEND the E duration by 2.5 seconds instead of fully resetting it (It feels too satisfying to fully reset an E that's about to die so this just nerfs it's max damage. but makes it more consistent)
Also would love if you changed voidlings to "Cap of 4 vs non-champions", to compensate the FIRST voidling takes 10/20/30/40/50% reduced damage from turrets and voidlings summon extra when attacking turrets so AD malz's entire niche of turret taking can come back.
Last but not least make voidling's base magic damage scale per level instead of rank.
These changes affect malz:
AD malz would make a comeback since they would max W first anyways and can do what they use to do and siege turrets.
Jng Malz would be tuned down since voidlings would be capped at a reasonable amount and since their magic damage would scale per level instead of rank riot can change how much leeway they have in clear speed.
AP Lane malz would be able to max E->Q with W being a one point wonder since it's magic damage would scale per level instead of rank making them able to do more without investing into their pet early and give enemies more room to breath since malz would be more player focused early instead of voidling focused. If that makes sense, which I hope it does.....Not to mention since malz's power wouldn't be heavily pet invested early he wouldn't have an issue of doing nothing to someone who just easy kills his pet.
TL;DR changes: Q- Extends E duration by 2.5 seconds instead of fully reset for less MAX damage but more consistency
W- Scales per level instead of rank in order to tune down jng malz while lane malz can have it as a one point wonder so most of his power is focused on E+Q. Additionally can use on turrets for the trade off of a capped limit vs non-champions.
Really would like to play malz again....