Malphite Q rework idea v2

Z3Sleeper··10 votes·618 views

######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Purpose of this ability is to more orient him as a disruption tank and to update his entire outdated feel in a single change.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.

https://imgur.com/EpAi5A8

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)

18 Comments

FlameHalbrdOkido4 votes

yes pls

Teridax682 votes

I love this idea. As a walking monolith, Malphite has a ton of potential for creating static zones of threat and control, particularly with the creation and destruction of rock. If I had two recommendations, it could be to have the rocks act as terrain while up (and you could perhaps cut down on the on-impact slow duration, or bonus movespeed, for this), and to let Malphite detonate them with basic attacks, so that he wouldn't have to always wait for his other cooldowns to use his Q (I think it might help to explain your reasoning on why you don't want him to use autoattacks to detonate Q, as well). Other than that, I think this could make Malphite significantly more interactive in lane for both players, as well as potentially better at jungling, which I personally think is something he should normally be able to do well.

Z3Sleeper2 votes

No particular reason for the "no attacking shards" things. I just thought it was a unique sort of interaction. That's honestly all there is to my thought process on it.

It could very well be more intuitive to be able to attack them, I just thought it'd be interesting if he had to use abilities to do so.

And yeah, the whole point is to create more avenues for skill expression on both ends of the spectrum.

As for making them terrain: I thought about it originally and decided it's probably just unnecessary clutter. It'd be more of an unplanned nuisance rather than a strategic terrain placement like a Trundle pillar or Anivia wall.

Z3Sleeper2 votes

Oh actually another thing man.

The problem with changing the damage on cast is that a major part of Malphite's current laning is his highly damaging, ranged, targeted Q.

Removing both the instant damage and the targeting severely damages his laning performance and I've yet to come up with a numerical solution to this.

Maybe his level 1 base stats would just get buffed to compensate. But I was thinking that maybe the initial damage should do more than the explosion at lower ranks and then swap places as it's leveled.

However my issue with this is that I don't want the early ranks of the explosion effect to feel weak and discourage him from trying to proc them since all the damage would be on cast.

Buffing the early damage of both seems feasible, but then there's the problem of whether or not he just outright starts to invalidate certain melee matchups due to having too much damage packed into the early ranks of this ability.

Quite the conundrum.

Teridax682 votes

If the concern lies with how Malphite would perform early in lane, I think there are a few solutions: as you said, buffing his early stats, especially his AD, could help him trade better in lane, but making the explosion damage more important would also help him out in a manner that gives him more variance in accordance with his skill expression: ideally, a Malphite who uses the above Q properly, i.e. by setting it up on top of an enemy and detonating its shards for maximum damage, should get more bang for his buck than if he spammed his current Q, but it should also mean that if he messes up or gets outplayed, his damage should be inferior. If you're concerned about his melee vs. ranged performance, it might help to increase his Q range and maybe even give it vector casting, so that he'd have more equal agency between melee and ranged champions, and so could be balanced better around both. Depending on what kind of gameplay you'd want to have, you could even implement a delay to the Q that could get shorter the farther it gets launched, so that melee champions near him would be able to dodge better. In any case, I think the star of the show here is the Q explosion, rather than the initial damage, so I think it might be preferable to emphasize that at all stages of play.

Z3Sleeper2 votes

Yknow what you're right on the delay thing. Should prolly just be a fixed delay but allow some grace period for say if he casts E too soon (so it'd just detonate when it spawns if he cast E within the last ~0.1 second).

That way there's more room for counterplay on the melee side.

As for the ranged thing I still dunno. He'll definitely do more if he gets on top of them but after his combo he's gonna eat a ton of damage he can't answer. And his combo isn't gonna 100-0 them at all. Probably more like 100-60 best case scenario.

What's worse is the level 1 laning vs a ranged champion. You can't viably detonate the shard. Perhaps this is a reason why being able to attack them would be better.

I'm sure they'd implement changes to his early stats and ability numbers to compensate though.

Salamencę1 votes

He's fine as is.

Z3Sleeper3 votes

Udyr is fine as is. Aatrox is fine as is. Nunu is fine as is. Volibear is fine as is.

So why are they slated for reworks? They're outdated.

Salamencę1 votes

{quoted}

Udyr is fine as is. Aatrox is fine as is. Nunu is fine as is. Volibear is fine as is.

So why are they slated for reworks? They're outdated.

Nobody you just named is fine as is. They aren't even playable whereas malphite is not only playable, but viable in pretty much any meta.

Z3Sleeper5 votes

Winrates: Aatrox 51.92% Nunu 54.15% Udyr 53.45%

All these champions, Malphite included, are viable only due to the numerical values on their kit. They have major design flaws.

Viable =/= Fine.

Pre-rework Evelynn was "fine". In fact she was a monster. But she had major design flaws and thus, rework.

Dead flag blues1 votes

{quoted}

Udyr is fine as is. Aatrox is fine as is. Nunu is fine as is. Volibear is fine as is.

So why are they slated for reworks? They're outdated.

I can't believe some people actually main Nunu boi

MOuHahaHAhahaaaa1 votes

As a malphite main i think this is a bad idea malphite looses his lane against majority of the tanks. He can't win any trade except against full ad toplaners... If you remove his q damage we wont be able to farm easily and to escape with stolen mvt speed. Moreover malphite has a tiny hitbox which makes farming very difficult. Malphite utility is to engage behind the ennemy frontline to kill the adc. He is good at this and adc are a big issue in this game actually so : no need to change.

Z3Sleeper1 votes

See above conversation.

MOuHahaHAhahaaaa1 votes

{quoted}

See above conversation.

The damage you give to his new q is too low... Its actual q is a click to hit if you make it a skill shot you have to at least give him same amount of damage as his old q for the main target. Malphite except for his ult has a very low damage kit... If you give him the damage described in this topic he would be even worse in lane and in teamfights...

Z3Sleeper1 votes

I'm no wizard that can see the future. I just spitballed the numbers based on what we already have. They would most definitely change after testing.

Seeing as I already increased his Q's maximum potential damage by 240% and changed it from single target to AoE (meaning a total possible 1200% damage increase with this concept), I didn't want to push the conceptual damage envelope too far.

Anyway, just ignore the damage numbers for now. The point of this is whether the overall concept seems solid or not. Numbers can always be changed and I have no way of knowing what the exact right numbers should be.

These are the total numbers for the ability alongside current Q:

Current Q Maximum Magic Damage to a single target: 70 / 120 / 170 / 220 / 270 (+60% AP) Concept Maximum Magic Damage to a single target: 140 / 245 / 350 / 455 / 560 (+105% AP) Concept Maximum Magic Damage spread across 5 targets: 700 / 1225 / 1750 / 2275 / 2800 (+525% AP)

If you do the math that's literally actually possible. This Q could potentially do 2800 magic damage in base damage if you land the Q on 5 targets and explode every single shard on every target.

Now do you see why I am hesitant to increase the damage on it further?

LordGeovanni1 votes

This is orrns Q and e except with more pillars and the slow is applied in an aoe. I dont mind malphite changing but I dont think riot would do him justice based on their tank rework record. He is one of the few tanks who can still sacrifice tankyness for damage and it scales well (not to say that its effective or optimal)

Z3Sleeper1 votes

{quoted}

This is orrns Q and e except with more pillars and the slow is applied in an aoe.

Huh never noticed.

LordGeovanni1 votes

{quoted}

Huh never noticed.

I just beg you to remember Orrn was and is a trash champion with an overtuned W damage. Dont do that to malphite (maybe the only tank left with good damage that lets him opt out defense for damage)

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