Comprehensive Malzahar Feedback
Math is still a subject to change
As a previous Malzahar main I wanted to share my views on the champion until every last one of you sees it at least twice!!
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Void Shift (Passive)
Thoughts: While I love his new passive the Cooldown is so low that it gets annoying. Though the visuals are clearly visible I'd love to see less of the weird hue changing Flow around him, but make him more transparent
Suggestion: Change Cooldown 23-6sec (level 1 - 18) to 21 - 12sec
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Q - Call of the Void
** Thoughts:** The Base damage and Silence reduction seems fair and fine to me but Malzahar's impact with this skill got significantly reduced. His scaling and capabilities seem to fall of pretty hard.
Suggestion: [New: Fear the Void] - Increased Cooldown to 7 seconds. AP ratio from 0.7 to 0.8AP
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W - Void Swarm
Thoughts:
- Voidling summoning lacks some Visuals I really want to see some void-ish portal effects
- Voidling's target focus is a very stupid Artificial Intelligence
- Voidlings and their respective damage lack Clarity
- Voidlings spawn on weird places if there's not enough space
Suggestion:
- [NEW: Visuals] Better visuals upon spawning. It feels SO clunky and Old.
(These are just experimental ideas, because voidlings are hard to balance.)
- [NEW: Pocket Monsters] - Stock System for Voidlings still sounds like a better idea to me like in the following
- Stores around 2/3/4 Voidlings.
- Gains a Voidling every few seconds, and on Large Monster Kills -> to ensure Jungle reliability.
- Higher duration: 16 seconds
- Health and damage stats similar to the old voidling stats
- no base damage but 15% AP as magic damage on hit.
- Higher base attackspeed: 1.0
- Bonus Attackspeed upon 3 voidlings: 1from 00 >>> 50%
- Champions that have damaged malzahar in the last 2 seconds draw their aggro
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**E - Malefic Visions **
Thoughts: The percentage Mana Restore seems very very fine to me.
Yet, I'm not pleased with the low scaling of this Ability. Farming and Lane Pressure has been reduced because they feared the point and klick damage so much. The refresh also feels odd, because you want to wait as long as possible to get your Maximum damage off.
Suggestion:
These changes could improve laning, and still keep the Point-and-Klick damage low.
Base Damage reverted from 80/115/150/185/220[+0.7AP) to 80/120/160/200/240 (+0.7AP)
- [NEW: Is that Jhin?] On each bounce the spell's damage increases by 5%. (On Rank 5 After 6 Minion Kills, the spell damage will reach 312(+0.91AP) damage.)
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R - Nether Grasp
Before talking about Nether Grasp here's a small math part:
- Minimum Damage: 15/20/25% Max health
- Maximum Damage: 30/40/50% Max health
Before patch 5.24 in November 2015, his Null Zone did nearly the same damage as his whole ultimate does now: 4/5/6/7/8% (+0.01AP) damage. That means the damage back then ranged from 20% to 40% for the duration.
Thoughts:
While i think the % Health damage is good, The AoE feels somehow out of place. If flashed on time, you also can avoid any damage from the ultimate's zone too. Same with Quickslver and Mercurials.
His total damage got nerfed so much.
Suggestion:
- [Removed: No Zone!] No AoE Damage
- Following 3 possibilities I'd love to see:
- [1. NEW: Face Melting] Deals now 24/32/40% (+0.025 AP) of the target's maximum health over 2.5 seconds.
- [2. NEW: Bring Flat Back ] Flat Damage: 100/175/250 (no scaling) + 15/20/25% (+0.02AP) Max Health
(Math is still a subject to change. Please excues small mistakes. My first language isn't English)
because the full combo can't deal enough damage anymore if you don't build op voidlings somewhere.