Malphite Q rework idea v2
######Reposting cuz clarity changes.
Purpose of this ability is to more orient him as a disruption tank and to update his entire outdated feel in a single change.
Active: Fires 4 molten shards that crash down in a line ahead, dealing magic damage around each impact and slowing enemies struck for 2 seconds. The shards stay embedded in the ground for up to 6 seconds. When Malphite strikes these shards with Ground Slam or Seismic Strike's AoE, they explode, dealing magic damage in an area and knocking enemies up for 0.5 seconds.
Passive: Malphite gains 20% movement speed while near embedded shards.
Enemies struck by explosions beyond the first take 50% reduced damage and are instead slowed for 0.5s. Shards explosions do not cause other shards to explode.
Casting E causes nearby shards to explode and striking an enemy with W near shards makes them explode.
Range (current Q -> this Q): 625 units => 800 units
Cooldown: 8 seconds => 10 seconds (so he can't have more than one minefield with 40% CDR)
Slow Scaling: 20% / 25% / 30% / 35% / 40%
Initial and Explosion Magic Damage (~60% of current Q damage each): 40 / 70 / 100 / 130 / 160 (+30% AP)
I personally think the explosion should do more damage than the on-cast, but I don't want to completely change his early game laning pattern (he relies on ranged Q poke alot, especially in ranged matchups).
Also the shards cannot be basic attacked. You have to hit an enemy near the shards with W or simply use E near the shards to proc them.
Thoughts? (PS: Mecha Malphite could fire those canisters on his back)
boi