Malzahar Rework Suggestion (Lore Accurate)

DW Diana·8/6/2018, 5:44:19 PM·1 votes·636 views

Hi All,

Here's a rework that is more Lore accurate and gameplay viable.

With Void Sight (Passive) I'm trying to introduce both utility in the form of vision, and represent Malzahar's background in the Lore as a Seer. The fact the Lore specifically states he cannot see his OWN future, but only those he has come into contact with, lead me to aim this at enhancing his vision specifically at his opponents, rather then a previous idea of mine which was to enhance his own area of vision. Making this specific to Malzahar's own abilties and items ensures that he keeps vision of the Void's Future while removing any enhancement of his teams wards etc.

Passive - Void Sight:

Malzahar gains vision of enemies who are effected by his abilities and items until, and for 3 seconds after, the effect has ended. Malzahar's abilities also give an area of vision of a 300 unit area around them.

Malzahar's Void Portals are to be his “Bread and Butter.” They need to be as core to his kit as a champion as they are to him in his Lore. They are to be his poke, part of his wave clear, a zoning tool, an enhancement to the range of his voidborn, and also include his Malefic Visions to ensure his DoT style gameplay is respected and represented. There is nothing in the Lore that states he cannot have more then one open at a time, in fact it often suggests that these portals never really close; they just go dormant. Obviously from a gameplay point of view they will need to expire, and there must be limitations on the number he can have out as well. For these reasons I have decided to limit his Malefic Visions to this specific spell rather then having it as a passive effect on his Q that acts on all the portals in his kit. I have also kept it's cooldown high enough that he can only have 3 portals MAXIMUM open at any one time.

Q – Void Portal: Range: 725 Mana Cost: 75 Cooldown: 10/9/8/7 Radius: 200 units -300 units Malzahar creates a small Portal to the Void for 3 seconds. Enemies caught within the Portal take 40/55/70/85/100 (+30% AP) magic damage every second they remain in it's area. Enemies within 100 units of the Void Portal are affected by Malefic Visions, causing them to take 10/15/20/25/30 (+20%AP) magic damage every second they remain within the area, and for 3 seconds afterwards.

Enemies dying within Void Portal's are of effect (either of the Portal or Malefic Visions) restore 2% of Malzahar's maximum mana, causes the portal to grow by 50 units (stacking 2 times), and increase it's duration by 1 second (max 2 seconds).

So first off the portals are small. Think of Aatrox's third Q, this is about the size overall I'm going for. The centre is the portal, the outer area is the Malefic Visions. Because of this, and the fact I wanted to ensure there was reward for hitting the actual portal on a champion, it's damage is pretty good. But remember: the portal may last for 5 seconds max, but it'll only take a second or two to walk out of it, even with a Rylais giving a slow. Also though there are two DoT effects here, the only way to be affected by both at the same time is to run INTO the portal.

The cooldown is designed to ensure that with 40% CDR Mazlahar can still only have a maximum of 3 portals open at any one time, and that's with using waves and timing to achieve a full 5 seconds on two of them (possible but VERY unlikely).

W – Summon Voidborn: Range: 200/550 Mana Cost: 45/50/55/60/65 Cooldown: 15 seconds per Charge (Max 1/2/2/3/3 charges)

Malzahar opens a brief portal through which he summons one or more young voidborn. Voidborn last for 8 seconds and deal 10/15/20/25/30 (+40% AD, 20% AP) physical damage with each hit (1.0 attack speed). Voidborn have 200/250/300/350/400 HP and 25/30/35/40/45 armour and magic resistance.

Every 5 seconds the Voidborns carapace will darken as it hardens, granting it an additional 50HP, 15 Armour and 15 Magic resistance.

**Killing an enemy minion will extend the duration of the Voidborn by 5 seconds (to a maximum duration of 18 seconds) and cause it to evolve up 5 times depending in the minion killed: ** Caster Minions - +10% movement speed Melee Minions - +10% AD and 5% AP scaling Cannon/Seige Minions - +10% Armour Penetration Damaging a champion will cause the Voidborn to evolve based on their champion type (Ranged = Casters, Melee = Melee, Tanks/Juggernauts = Cannon/Seige) and extend their duration by 2 seconds (Max 18 seconds duration)

Voidborn can be summoned at a greater range through Void Portals and Null Zone. Malzahar can only have 1/2/3/4/5 Voidborn active at any time.

Voidborn will prioritise enemies that are under the effect of Malefic Visions, Call of the Void, and Null Zone, and champions over minions.

Ok so first off, the mana cost AND cooldown are PER CHARGE. You want one voidborn you press W once, you want two? Press twice. Anyway here we have the true damaging power behind Malzahar: his void monsters! There are lots of things wrong with his current and past versions that needed to be addressed. The originals were more of a tag-on then a core ability, the reworked ones were too oppressive, and the most recent ones are just spammable fodder.

These on the other hand are far more like those from Lore, and take the best bits out of each of the old versions. His original voidlings scaled over time, meaning you had to protect it for it to reach it's true potential, while the idea of having more then one at a time allowed the reworked version to be more oppressive (too much so unfortunately). By combining these two parts, I have created voidborn that are interactive, oppressive and scaling to allow them a variety of uses. Even their appearance will evolve depending on what they kill/attack. The evolution side is designed specifically to counter the champions/minions they are trying to kill, while their ageing concentrates on tankier stats. The fact they do physical damage allows for a variety of AP and AD builds. Much like with Yorick I've kept their numbers in check with a maximum number limit, but have opted to have this scale with ability rank to make managing their early game power easier. I was unsure whether they would require any bonus damage to minions or the reduced damage to things like drakes so have left that out for the time being.

**E - Call of the Void: Range: 875 Mana Cost: 70 Cooldown: 20 Seconds Malzahar calls to his opponent, charming them into sacrificing themselves to the Void. The target takes 60/90/120/150/180 (+40% Ability Power) magic damage and is charmed causing them to walk harmlessly towards Malzahar for 1/1.25/1.5/1.75/2 second(s). Enemies hit by Charm become vulnerable for 5 seconds, taking 20% more damage from Malzahar's abilities. **

Ok so YES this is taken straight from Ahri with only the charm duration changed, and why not? It might seem like a lazy shortcut but if you think about it it gives Malzahar a CC, a small amount of damage, and an increase in damage from his other abilities that fits nicely with his Lore. Really it works out nicely xD. My only issue with this is the animation of the ability, though no doubt minds greater then mine could come up with something to represent this.

R – Null Zone: Range: 650 Mana Cost: 100/150/200 Cooldown: 160/140/120 Seconds Portal Radius: 500 units -700 units Malzahar summons a massive void portal that rips open the earth creating two horizontal rends of impassable terrain either side of the Null Zone and lasts for 4 seconds. Those within the area are knocked up for 0.5 seconds. Those within the Null Zone take 4/5/6% (+1% per 100 AP) current HP damage every second the remain within its area of effect and are grounded. Champions dying within it's area extends it's duration by 1 second (Max Duration 8 seconds) and causes it to grow by 50 Units (to a Maximum of 700 units)

Voidborn evolve and age 50% faster while in the Null Zone, and gain 25% bonus attack speed.

Malzahar's Ultimate. What can I say? It can be BIG; starting out a similar size to a Vladamir's Ult, while growing to closer to GP's. But remember it requires 4 enemy champions to DIE in it to get that big. That's not likely, but could happen in a contained teamfight, say in baron pit. The area of unpassable terrain is designed to cover about 100 units to either side of the Null Zone, while continuing around the circumference for about ¼, allowing enemies to pass through either side, but also get caught up in the cup shapes edges if placed from the correct angle.

The animation of the Null Zone would take a total of 0.5 seconds expanding from the centre, so those with quick fingers can attempt to flash out of it before the area has hit them.

So what do you guys think?

-- Loki --

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