Small QOL tuneup for malph i'd like to see in the tank class update
While some may call this insane, or stupid, please make it easier to last hit on malphite without needing to take ad+as runes
I just played malph for the first time in awhile and holleeeeee, I could not farm with him at all til I got a 
It seems weird to make a tank/mage hybrid that can't really last hit well without using abilities early, effectively draining his mana for that instead of trading potential when every other mage and tank seems to last hit just fine (I'm talking about
and
) while using runes that actually benefit them in the long run (AD reds, M.Pen reds, armor quints, ap quints, you name it).
This especially concerns me when you're trying to make Malphite one of the beginner tanks, as cs'ing is very important to getting anything done midgame to lategame.
Perhaps change is base ad to something like
. Not enough to warrant a silly ad build but obv enough so that farming isn't just draining your pool or wasting rune space on AS/AD reds and quints.