Malzahar [Gameplay Update Tweeks]
I will explain as I go along, but the overall goal here is to grant Malzahar a solution to his majour weakness to why a strong champion does not get played in higher elos and competitive play. Malzahar's abilities won't mechanically change at all, I do want to grant him an accessible escape and give him more synergy within his basic abilities, because right now he is too reliant on his ultimate to do anything. Without further to do, let us begin!
Voidling (Passive): Unchanged
Malzahar's voidlings are one of his most unique abilities and something that screams Malzahar when you think of the champion, Then again, all of his abilities are extremely unique to Malzahar and make up the champion, hence to why the mechanics to his abilities are staying the same.
Call of the Void (Q): Cooldown adjusted to 10/9/8/7/6 seconds from 9 seconds Range increased to 1200 units from 900 units Damage decreased to 80/105/130/155/180(+50%AP) from 80/135/190/245/300(+80%AP) Silence adjusted to 1.5 seconds from 1.4/1.8/2.2/2.6/3 seconds
This change is to have the ability focused on the hard CC of the silence rather than bursting someone out. This ability is [and Malzahar in general] will be moved into being more damage per second and damager over time rather than burs. For Call of the Void I buffed the utility, but lowered the damage, so that this ability can be used as a scout tool since the gates grant vision and with the increased range, or can be used for the hard cc with the silence, rather than being about the burst.
Null Zone (W): Damage lowered to 4/4.5/5/5.5/6%(+1% per 100AP) from 4/5/6/7/8%(+1% per 100AP) Passive added "Passive: Enemies affected by Malefic Visions and take damage from Null Zone will be immobilized for 0.75/1/1.25/1.5/1.75 seconds."
This is the biggest change, and to address his non-existent escapes to give him an escape with a snare. So the base damage per rank has been lowered because of added utility of a snare that can happen. But this is extremely important because it adds synergy with his entire kit without having to rely as heavily on his ultimate to make plays, but the other important factor is that this ability [paired with his E] can now function as an escape ability which is the majour flaw to Malzahar for a non-existence in high-skill level play.
Malefic Visions (E): Cooldown lowered to 12/10/8/6/4 seconds from 15/13/11/9/7 seconds Damage adjusted to 80/120/160/200/240(+80/85/90/95/100%AP) from 80/140/200/260/320(+80%AP)
This change is to emphasize Malefic Visions to be an ability for sustain damage and place Malzahar as a hyper mage status to scale insanely well especially paired up with % damage and utility.
Nether Grasp (R): Unchanged
Just like Voidlings, Nether Grasp is Malzahar's bread-and-butter ability that also screams Malzahar when you think of this champion, plus Suppression is already a really rare CC that I think a new champion should be created with another suppression ultimate, but that is off topic.
~ Stacona