The Rework that Malzahar really needs...

deadlychuck··5 votes·2,161 views

I thought i'd throw my idea out there as to a good solution to a lot of his current problems like his combo power, his voidlings problem with consistency, and his passive. He always seems to be in a very precarious spot with his current design, either being on the cusp of taking over the game or being sub-par compared to what other mages bring to the table. Instead a more unique and niche appeal approach to the champion's design seemed appropriate. Designing him around a particular kind of player, rather than designing him to not be hated by anyone who might happen to play him. Such a rework will not be for everyone, but there's 139 other champions which might be more to your fancy, so if you enjoy the existing version of the champion better than this proposed rework, you could just go play someone else instead.

##( Passive ) Summon Voidling On every fourth ability use, Malzahar summons a Voidling that that lasts for 21 seconds or until killed. Voidlings grow in size after 7 seconds, gaining 50% bonus attack damage and 50% bonus armor. After another 7 seconds, they frenzy and gain 100% bonus attack speed. Voidlings target enemies based on a priority, descending order, Nether Grasp target > Closest Malefic Visions target > Malzahar's attack target > Proximity


( Q ) Call of the Void

RANGE: 900 / 400 COST: 80 / 85 / 90 / 95 / 100 MANA COOLDOWN: 9 ACTIVE: After a 0.5 seconds delay, Malzahar summons two orbs at the target location perpendicular to where he is facing, dealing magic damage to all enemies caught between the orbs and silencing them. MAGIC DAMAGE: 80 / 135 / 190 / 245 / 300 (+ 80% AP) SILENCE DURATION: 1.4 / 1.8 / 2.2 / 2.6 / 3 (No longer refreshes Malefic Visions)


( W ) Null Zone

RANGE: 800 / 250 COST: 90 / 95 / 100 / 105 / 110 MANA COOLDOWN: 14 ACTIVE: Malzahar creates a zone of negative energy at the target location for 5 seconds, dealing magic damage every second to all enemies standing on it (capped at 120 against minions and monsters) TOTAL MAGIC DAMAGE: 20 / 22.5 / 25 / 27.5 / 30% (+ 5% per 100 AP) of target's maximum health


##( E ) Malefic Visions RANGE: 650 COST: 60 / 75 / 90 / 105 / 120 MANA COOLDOWN: 15 / 13 / 11 / 9 / 7 ACTIVE: Malzahar infects the target enemy's mind, dealing them magic damage every half second over 4 seconds. TOTAL MAGIC DAMAGE: 80 / 140 / 200 / 260 / 320 (+ 80% AP) If the target dies during this time, they pass Malefic Visions onto the closest enemy, refreshing the duration and restoring mana. MANA RESTORED: 10 / 14 / 18 / 22 / 26


##( Ult ) Nether Grasp RANGE: 700 COST: 100 MANA COOLDOWN: 120 / 100 / 80 ACTIVE: Malzahar knocks down the target enemy champion and channels for up to 2.5 seconds, suppressing them and dealing them magic damage every half second while the channel holds. TOTAL MAGIC DAMAGE: 250 / 400 / 550 (+ 130% AP) (No longer refreshes Malefic Visions)


##Voidling Stats 250 - 1100 (based on level) Attack damage 25 - 110 (based on level) (+ 100% of Malzahar's bonus AD) 37.5 - 165 (based on level) (+ 150% of Malzahar's bonus AD) (after 7 seocnds)

Attack speed 0.831 1.496 (after 14 seconds) Range 100 / 1700 Armor 30 Magic res. 50 Mov. speed 451


Figured it was just easier to completely remove the passive, seemed unnecessary to the rest of the kit and fixed a portion of the problems in doing so. The base damage and scaling on the ult might be a little bit too high, but because it's single target with the Null Zone being detached from it, it made sense to give it decently high damage, more akin to an assassin ult than a mage ult, which likewise can be interrupted by the target's teammates.

The increased delay on the Q (i think it's about twice what it is now) should make it easier to dodge and the increase CD and silence means it's still an important skill to land, but you should see no net change in the amount of CC it puts out.

His voidlings don't scale with AP anymore, so i compensated that lost damage for AP malzahar onto his E, by giving it some more base damage.

This new W should be a little bit more consistent than the current version, as, unlike the voidlings, it doesn't vary from being killed having done no damage, to summoned 10 voidlings which melt anything they come near until they time out.

Then the voidling changes also make it so that you can more reliably able to get some damage in, but will still fall off more in the late game, but not be as binary. Also changed the AD scaling from magic damage to physical damage, that just seems like an unnecessary damage type conversion.


Edit: Oh, and almost forgot! I think that this would also allow for a new builds involving AD, by not only taking away the inconsistency of the current voidlings' health system, but i think it would also make building AD decently viable, and his AD scaling would actually deal physical damage, but also make it feel unique and different from AP.

You'd basically have two champions bundled into the price of one! You could even meet in the middle hybrid builds combining tanky AP items like item 3116 item 3027 with tanky/damage AD items item 3812 item 3071

[sg-kiko]

######Defintion: Rework - to make changes to something

5 Comments

Step Sis Lux1 votes

Just give us back his old w with some hp and speed to targets with E

deadlychuck2 votes

Even if voidlings have speed, that doesn't change the fact that the existence of voidling swarm is a massive inconsistency in the kit.

If they die, his damage is gutted. If they live, then they shreds everything, and everyone, a new asshole.

The kit is terribly designed and needs to be changed on a fundamental level, because I literally pointed out all of these flaws in design before this kit was even released. It was that obvious.

FrostQueensPlane1 votes

I'll do repetoir's job for him and give you 3 acceptable malz reworks

  1. full revert

Best option by far, old Malz was fine until repetoir the adc player decided he knew better than everybody else and half assed reworked 20% of the cast, which btw most have been reverted. You'll get mid malz who does burst again but doesn't have his passive to keep him safe, you'll get jungle malz back again which repetoir killed entirely which should've gotten him fired because ad jungle malz was the closest thing riot has ever done to a minion based champion.

  1. partial revert, keep the Q cooldown and damage, keep the E cooldown and damage and reset feature, revert everything else

Adding a bit of skill expression to old Malz by rewarding him for resetting his E

  1. bump his Q back up to 80% ap ratio, raise his movement speed by 5 or 10, lower the base damage of his ult but give it %missing hp scaling

Laziest option to bring Malz back in his current iteration, whose biggest problem is he's a scaling mage that doesn't scale because all of his damage has been removed. It turns out pressing R doesn't do anything late mid - late game, it barely does anything early game if your jungle isn't winning.

None of this is going to happen because repetoir the adc player has already decided malzahar is too consistent (his retarded words) so he deserves to be a dead champion but it's nice to dream.

deadlychuck2 votes

Naw, the refresh mechanic needs to also go.

Even you refer to it as "skill expression", but being able to follow a champion's templated play pattern isn't skill expression... It might as well just be fruit ninja at that point, because the only things which such mechanics express are aim and timing. As opposed to disjointed complementary mechanics, which allow players to express higher level concepts like tempo or zoning (in addition to aim and timing). If I'm throwing out my W without my ult on Old malzahar, then what you need to worry about isn't the W's damage or even malzahar. It's my jungler who i'm pushing you into or the fact that your team is fighting a 4v5 while you wait or circle around. (or i'm playing AD malzahar and basically using it off CD to stack my passive :P )

None of this is going to happen because repetoir the adc player has already decided malzahar is too consistent (his retarded words) so he deserves to be a dead champion but it's nice to dream.

Which is actually a little ironic, because I'd say that ADC malzahar was probably one of the most unique, yet still viable, ADCs in the game.

Fyrijou1 votes

{quoted}

I thought i'd throw my idea out there as to a good solution to a lot of his current problems like his combo power, his voidlings problem with consistency, and his passive. He always seems to be in a very precarious spot with his current design, either being on the cusp of taking over the game or being sub-par compared to what other mages bring to the table. Instead a more unique and niche appeal approach to the champion's design seemed appropriate. Designing him around a particular kind of player, rather than designing him to not be hated by anyone who might happen to play him. Such a rework will not be for everyone, but there's 139 other champions which might be more to your fancy, so if you enjoy the existing version of the champion better than this proposed rework, you could just go play someone else instead.

##( Passive ) Summon Voidling On every fourth ability use, Malzahar summons a Voidling that that lasts for 21 seconds or until killed. Voidlings grow in size after 7 seconds, gaining 50% bonus attack damage and 50% bonus armor. After another 7 seconds, they frenzy and gain 100% bonus attack speed. Voidlings target enemies based on a priority, descending order, Nether Grasp target > Closest Malefic Visions target > Malzahar's attack target > Proximity


( Q ) Call of the Void

RANGE: 900 / 400 COST: 80 / 85 / 90 / 95 / 100 MANA COOLDOWN: 9 ACTIVE: After a 0.5 seconds delay, Malzahar summons two orbs at the target location perpendicular to where he is facing, dealing magic damage to all enemies caught between the orbs and silencing them. MAGIC DAMAGE: 80 / 135 / 190 / 245 / 300 (+ 80% AP) SILENCE DURATION: 1.4 / 1.8 / 2.2 / 2.6 / 3 (No longer refreshes Malefic Visions)


( W ) Null Zone

RANGE: 800 / 250 COST: 90 / 95 / 100 / 105 / 110 MANA COOLDOWN: 14 ACTIVE: Malzahar creates a zone of negative energy at the target location for 5 seconds, dealing magic damage every second to all enemies standing on it (capped at 120 against minions and monsters) TOTAL MAGIC DAMAGE: 20 / 22.5 / 25 / 27.5 / 30% (+ 5% per 100 AP) of target's maximum health


##( E ) Malefic Visions RANGE: 650 COST: 60 / 75 / 90 / 105 / 120 MANA COOLDOWN: 15 / 13 / 11 / 9 / 7 ACTIVE: Malzahar infects the target enemy's mind, dealing them magic damage every half second over 4 seconds. TOTAL MAGIC DAMAGE: 80 / 140 / 200 / 260 / 320 (+ 80% AP) If the target dies during this time, they pass Malefic Visions onto the closest enemy, refreshing the duration and restoring mana. MANA RESTORED: 10 / 14 / 18 / 22 / 26


##( Ult ) Nether Grasp RANGE: 700 COST: 100 MANA COOLDOWN: 120 / 100 / 80 ACTIVE: Malzahar knocks down the target enemy champion and channels for up to 2.5 seconds, suppressing them and dealing them magic damage every half second while the channel holds. TOTAL MAGIC DAMAGE: 250 / 400 / 550 (+ 130% AP) (No longer refreshes Malefic Visions)


##Voidling Stats 250 - 1100 (based on level) Attack damage 25 - 110 (based on level) (+ 100% of Malzahar's bonus AD) 37.5 - 165 (based on level) (+ 150% of Malzahar's bonus AD) (after 7 seocnds)

Attack speed 0.831 1.496 (after 14 seconds) Range 100 / 1700 Armor 30 Magic res. 50 Mov. speed 451


Figured it was just easier to completely remove the passive, seemed unnecessary to the rest of the kit and fixed a portion of the problems in doing so. The base damage and scaling on the ult might be a little bit too high, but because it's single target with the Null Zone being detached from it, it made sense to give it decently high damage, more akin to an assassin ult than a mage ult, which likewise can be interrupted by the target's teammates.

The increased delay on the Q (i think it's about twice what it is now) should make it easier to dodge and the increase CD and silence means it's still an important skill to land, but you should see no net change in the amount of CC it puts out.

His voidlings don't scale with AP anymore, so i compensated that lost damage for AP malzahar onto his E, by giving it some more base damage.

This new W should be a little bit more consistent than the current version, as, unlike the voidlings, it doesn't vary from being killed having done no damage, to summoned 10 voidlings which melt anything they come near until they time out.

Then the voidling changes also make it so that you can more reliably able to get some damage in, but will still fall off more in the late game, but not be as binary. Also changed the AD scaling from magic damage to physical damage, that just seems like an unnecessary damage type conversion.


Edit: Oh, and almost forgot! I think that this would also allow for a new builds involving AD, by not only taking away the inconsistency of the current voidlings' health system, but i think it would also make building AD decently viable, and his AD scaling would actually deal physical damage, but also make it feel unique and different from AP.

You'd basically have two champions bundled into the price of one! You could even meet in the middle hybrid builds combining tanky AP items like item 3116 item 3027 with tanky/damage AD items item 3812 item 3071

[sg-kiko]

######Defintion: Rework - to make changes to something

Makes his R a skillshot and it should be alright

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