Mid-year mage update - primarily Malz

Jager921·4/20/2016, 5:57:21 AM·2 votes·485 views

I can't even believe what is going on with this game. Not only has this been the worst season ever, with the fail dynamic queue and awful meta, and maybe as a result the community being worse then ever, now my absolute favorite champ in the game is getting butchered. When I say butchered, I don't mean weak. I don't mean unplayable. I mean absolutely killing his identity.

Malzahar is an immobile tank shredding team fighting mage. He has clear-cut weaknesses, namely being immobile and having a very weak early game. The pay off is being able to have a strong team fight presence based on your ability to maintain proper positioning and place spells for zone control. His ultimate is his one piece of safety, namely against assassins/divers.

The changes on PBE for Malz completely violate this identity. There are two main reasons:

  1. By merging his hp shredding zone with his ultimate, this turns it into a one-use deal for a teamfight. Malz is NOT Warwick. He does not use his ult in the middle of a teamfight. Doing that simply invites counter focus and death. Malz has no sustain. The new passive does not help during a fight. While suppressing the target, he suppresses himself. He cannot reposition, and positioning is everything for a mage. He should only be using his ult on an isolated target. Either a random pick out of position, or a diving assassin/fighter that's on the adc. This change is a HUGE nerf to his overall team-fighting power and damage output. Additionally, it hurts his mid-late-game safety. Null zone with Rylai's is a decent self peel for kiting in certain situations.

  2. Spawning voidlings with W. This is such a bad idea. This creates a much much stronger early game Malz. He will turn into a lane bully. He's not supposed to be a lane bully. I don't want him balanced around being a lane bully, it'll come at the cost of eventually nerfing his overall later game power even more. Additionally, this shifts much more of his power into physical damage, probably changing his optimal build path. Regardless, it will make him less efficient in any build as anybody that's ever tried hybrid builds will testify to. Again, this hurts his overall damage potential and effectiveness. I.e. building magic pen on him will amplify a smaller percentage of his total damage.

I don't want to jungle Malz. I want to mid Malz. He's a mage. He's my favorite mage. And these changes will destroy the mage I love and create a new abomination.

Couple other quick notes I've noticed:

Veigar - the perfect anti-mage now won't have damage scaled against enemy AP? What's supposed to be a useful threat to the AP stacking mages, like Cass?

Oh, speaking of Cass - Let's let her build 6 items of AP without the possibility of a Veigar threat, brilliant! And let's give her free movement speed per level. Level 6, free boots of speed. Level 11, one point shy of the MS on Sorc shoes...for free. Ultimately getting 72 flat Move speed for free. Plus 20% on Q hit? But wait....there's too much movement speed in the game....so let's remove all boot enchantments.

I just don't understand what the overall vision is for this game anymore. It's like you all just take all of the aspects of the game, put them on index cards, then put every possible thought/idea you have on some more index cards, throw them on the ground, shuffle them around, pick up 52 random cards and say "here you go, this is the deck you're playing with now".

I've invested a lot into this game, but I'm pretty close to calling it quits.

1 Comments

Jager9214/20/2016, 6:45:56 PM1 votes

Do not push the Malz changes through!