My Malzahar buff Ideas. Bringing back the fun in malzahar.

SuperNova0079·7/29/2018, 8:02:51 AM·4 votes·1,623 views

Malzahar cannot fight against diving champions and bursty assassins. With Diving Heroes entering popular picks in the meta Malzahar needs a way to counter pressure Diving champs and a way to survive longer against them. All Malzahar can do at the moment is delay the inevitable with his ultimate.

Over the years Malzahar has lost a lot of power. About 70% of the scaling in nether grasp has been lost since Malzahar’s release. His voidlings have gone from most op thing in league of legends to most useless thing in league of legends. I like to think as each champion as a cup of water. The water level represents the champs power. Zed cup is almost overflowing while Malzahar’s feels kind of empty. He has a purpose but he just isn’t quite good at accomplishing the task he was made for.

I believe Malzahar’s purpose is to delay assassins and burst champions by forcing them to space out their abilities. Malzahar has lost that ability. He still can do it when he is fed though. So he needs more baseline power and some changes to his abilities to make him better and more fun to play.

I am not saying all of this should be put in. These are just some Ideas to add to Malzahar’s kit.

STATS.

No Changes.

Void shift

Cooldown increased to 40 seconds from 30 seconds.

NEW! Every instance of damage you deal decreases the cooldown of void shift depending on the ability.

Q: 2 second reduction W: 0.75 second reduction per voidling hit. E: 1 second R: 0.75 seconds Killing minions reduces cooldown of void shift by 2 seconds.

Taking damage no longer resets cooldown of voidshift. Instead taking damage will pause the cooldown for 2 seconds. This can stack up to 2.5 times.

Lingering duration increased to 0.62 seconds from 0.25 seconds.

Voidshift now slows nearby enemy champions by 30% when within 200 units of him. Every 130 units you walk away from him will reduce the slow by 5% until the debuff is gone. This only works if void shift is off cooldown. Call of the void.

Ap scaling increased to 75%

Silence increased to 1.5/1.75/2/2.25/2.5 seconds.

Void swarm

Removed: gathering swarm

Mana cost reduced to 13 from 40/45/50/55/60

Cooldown reduced to 1 from 8.

New: Max voidlings 4/6/8/9/10

New: voidlings gain 150% ms when seeking targets affected by malefic visions.

New: spawning a voidling refreshes duration of all voidlings that are active.

New: voidlings have 25% AoE resist.

New: Voidlings slow champion attack speeds by 2.2% per hit up to 65%

New: every point in CDR increases voidlings attack speed by 1%.

New: Voidlings refresh 0.6 seconds of malefic visions on each attack

Malefic visions

No changes. Space AIDS is perfect right now.

Nether Grasp

Cooldown increased to 150 seconds from 140.

Damage increased to 225/337.5/450

AP scaling increased to 140%

Beam duration increased to 5 seconds (suppress duration unchanged)

New: Cast to begin channeling beam. You now must cast again to suppress target. You may do so as long as you have duration left in the beam. You may suppress target up to 2.5 seconds or until end of beam duration. Whatever comes first.

New: there is now a 0.5 cast delay before you start channeling beam.

These refinements will help put pressure on diving enemies early on while maximizing the benefits for malzahar players who like to force enemies to space out their combos.

Yeah a lot of people are going to call my Ideas balistically insane they are just racists towards void champions and don't want any buffs for champs like malzahar. Yeah I also believe that he needs back a lot of the power he lost but in new forms. You may think I will get no chance to react. well guess what you will have all day to react because malzahar with these changes still will take a long time to kill you if you just focus his voidlings then focus him. I am not saying implement all of these changes at once. I am saying a few at a time. Malzahar is only useful when he is fed. Kind of like swain is right now.

19 Comments

Warlord Rhinark7/29/2018, 12:50:45 PM2 votes

Just bring back Deathfire Touch as a Keystone in Sorcery.

That should be enough.

Eedat7/29/2018, 10:54:53 AM1 votes

So your solution to a champ that is already performing above average is to buff the shit out of his entire kit? You're insane lol

DW Diana7/29/2018, 11:31:30 AM1 votes

{quoted}

Malzahar cannot fight against diving champions and bursty assassins. With Diving Heroes entering popular picks in the meta Malzahar needs a way to counter pressure Diving champs and a way to survive longer against them. All Malzahar can do at the moment is delay the inevitable with his ultimate.

Over the years Malzahar has lost a lot of power. About 70% of the scaling in nether grasp has been lost since Malzahar’s release. His voidlings have gone from most op thing in league of legends to most useless thing in league of legends. I like to think as each champion as a cup of water. The water level represents the champs power. Zed cup is almost overflowing while Malzahar’s feels kind of empty. He has a purpose but he just isn’t quite good at accomplishing the task he was made for.

I believe Malzahar’s purpose is to delay assassins and burst champions by forcing them to space out their abilities. Malzahar has lost that ability. He still can do it when he is fed though. So he needs more baseline power and some changes to his abilities to make him better and more fun to play.

Can't Argue with any of this. Malz was always designed to bully melee champions in lane and be able to lock down hypermobile champions that jumped on him and burst them. This is why his abilities always had such low range when compared to most mages, and why they were his counter.

I am not saying all of this should be put in. These are just some Ideas to add to Malzahar’s kit.

Void shift

Cooldown increased to 40 seconds from 30 seconds.

NEW! Every instance of damage you deal decreases the cooldown of void shift depending on the ability.

Q: 2 second reduction W: 0.75 second reduction per voidling hit. E: 1 second R: 0.75 seconds Killing minions reduces cooldown of void shift by 2 seconds.

Taking damage no longer resets cooldown of voidshift. Instead taking damage will pause the cooldown for 2 seconds. This can stack up to 2.5 times.

Lingering duration increased to 0.62 seconds from 0.25 seconds.

Voidshift now slows nearby enemy champions by 30% when within 200 units of him. Every 130 units you walk away from him will reduce the slow by 5% until the debuff is gone. This only works if void shift is off cooldown.

Love the idea of making this more interactive, but feel everything after the killing minions bit is making it too overloaded. The slow aura for example is balanced by the taking damage bit, but really I'd just remove both of these.

Call of the void.

Ap scaling increased to 75%

Silence increased to 1.5/1.75/2/2.25/2.5 seconds.

Leave the silence at 2 seconds, reduce the mana cost, and ofc give it the scaling back as you mentioned.

Void swarm

Removed: gathering swarm

Mana cost reduced to 13 from 40/45/50/55/60

Cooldown reduced to 1 from 8.

New: Max voidlings 4/6/8/9/10

New: voidlings gain 150% ms when seeking targets affected by malefic visions.

New: spawning a voidling refreshes duration of all voidlings that are active.

New: voidlings have 25% AoE resist.

New: Voidlings slow champion attack speeds by 2.2% per hit up to 65%

New: every point in CDR increases voidlings attack speed by 1%.

New: Voidlings refresh 0.6 seconds of malefic visions on each attack

Wow...where to start. The biggest issue with voidlings (that the core reason malz is suffering SO badly) is that his voidlings were changed into a "spam" ability. This does nothing to alleviate this and everything to make it worse. His voidlings need to be tankier, and I like the idea of them scaling CDR, but having 10 out at once would be insane. I'd recommend this as an alternative:

CD increased to 15 seconds and their duration is increased to 12 seconds Scaling increased to 30% AP and TOTAL AD and deal physical damage (Opening the doors for AD Malzahar to return) Max voidlings reduced to 2 New: voidlings gain 150% ms when seeking targets affected by malefic visions. New: Voidlings duration is refreshed on each champion kill and increased by 1 second on each minion kill New: Voildings gain increased armour and MR every 5 seconds they are out.

This returns us to the time when you used to have to look after your voidling until they were strong enough to fight. They can no longer be spammed, but also offer good damage and alternative build paths.

Malefic visions

No changes. Space AIDS is perfect right now.

The base damage needs to go up in ranks 1-3 to make it feel more rewarding early. Other then that, it's fine

Nether Grasp

Cooldown increased to 150 seconds from 140.

Damage increased to 225/337.5/450

AP scaling increased to 140%

Beam duration increased to 5 seconds (suppress duration unchanged)

New: Cast to begin channeling beam. You now must cast again to suppress target. You may do so as long as you have duration left in the beam. You may suppress target up to 2.5 seconds or until end of beam duration. Whatever comes first.

New: there is now a 0.5 cast delay before you start channeling beam.

Personally I'd rather see this returned to % hp damage and the beam thing removed. I know riot changed this to help malz with QSS/GP escapes, but tbh the cost it's had on the rest of his kit.... it just wasn't worth it.

But yeah, you're right malz needs to change, I just feel with the voidlings you went the wrong direction. I made a LONG post with the options the community has suggested over the last few months: https://boards.na.leagueoflegends.com/en/c/gameplay-balance/JN58pvkV-riot-the-book-of-the-void-a-collection-of-malzahar-rework-suggestions-long-but-worth-it-xd

Have a look :)