Malzahar; Small Change
First off; buff Malzahar basic attacks attack frames so that he does not take 5 years to wind up and use a basic attack, besides for this his basic attacks would be super good if his attack frames were not so bad; but I digress.
The change I will be suggesting may be raising his skill floor, but it will emphasize on Malzahar's unique tank shredding capabilities more (on top of all his sustain damage) rather than using his ultimate to one shot squishies (which can still happen since high damage mage vs squishy target, but anyways) so the change just encourages is proper ultimate combo to be tank destruction and emphasize Malzahar's hyper mage identity.
Null Zone (W): Malzahar creates a 250 units radius zone of negative energy for 5 seconds. Enemies that stand in the zone take 4/5/6/7/8%(+1% per 100AP) of the target's maximum health as magic damage every second (capped at 120 to monsters and minions). If a target is suppressed then they take 50% increased damage from Null Zone.
Nether Grasp (R): Malzahar channels an engulfing void of energy for up to 2.5 seconds, suppressing, dealing 250/325/400(+120%AP) magic damage to a target enemy champion over the duration in 0.5 second intervals, and Malzahar's spells ignore 50% bonus magic resist and bonus armor to the suppressed target while the channel holds. Nether Grasp will knockdown the target on activation.
Okay so I don't really want this to be a buff or nerf, just a net equal change, but a change to emphasize Malzahar's unique tank murdering capabilities since emphasizing a champion's strength will make them shine and stand out and grant more of a reason to pick them over champions X, Y, and Z etc. So Null Zone the damage is the same; except when a target is suppressed in Null Zone which increases the damage by 50% and the suppression is any suppression ultimate and not just Nether Grasp's just for synergy with the other champions if they are on a team with Malzahar; this does reward Malzahar with more incentive to properly get off his ultimate combo (and why I say the skill floor has been raised, his very high skill cap is the same and you can still play Malzahar the same).
Nether Grasp has majour base damages lowered for ranks 2 and 3; rank 1 is the same because the game is so early on and no one has magic resist built yet and you max W last typically and second at earliest (Malefic Visions E takes priority), also a tiny hit to the AP ratio (-10%). So less flat damage for more % damage is a straight trade in damage and a % BONUS magic resist shred allows for the tank priority on the spell which builds magic resistance and less effective against squishies who build little to no magic resist. Overall Malzahar's playstyle really does not change much since Nether Grasp is such a strong spell; specifically when properly combo'd with his other spells (includes Voidlings) that they are probably dead especially if Malzahar has help, and this is in his current LIVE status, the changes just emphasize and lean towards more tank destruction rather than squishy destruction, but squishies are squishies and usually die when they get close to a very high damage, immobile, mid range mage.
Hope you appreciate the effort! ~ Stacona
EDIT (1): Okay to keep this change Malzahar only the suppressed target now has 50% bonus armor and 50% bonus magic resist ignored for Malzahar's spells only instead of a 50% bonus magic resist shred while the channel holds. 50% bonus armor ignore is for Voidlings since they deal physical damage (you obviously cannot basic attack while channeling your ultimate). The effects stack multiplicative with other items like Void Staff (aka diminishing values; but still really strong together since Void Staff is total MR and the effect is only bonus MR, so Void Staff is a greater value with a lower % since total always outweighs bonus)