Why Malphite didn't get a rework too?

Elwe The Jungler·6/8/2017, 11:30:08 PM·2 votes·2,069 views

Since i've heard about the tanks rework update, I got excited about the possibility of Malphite being reworked, but it didn't happen. I mean, he's still effective, but with the Sunfire Cape damage nerf ,items to counter combo burst to some extent being blatantly used by ADCs and so many champions with more complex kits and mobility, he's not that good anymore. Malphite can't handle many matchups as he used to (not so many before, actually).
Being a tank, he's supposed to engage and keep the CC on top of the enemies. There's the problem in that matter... Malphite kit is kinda outdated, in my opinion. While reworked Sejuani and Zac and other tanks (such as Gragas and Galio) have more than one option to lock down an enemy or protect allies, Malphite has a slow, a attack speed reduction (which is cool, but affects only a certain group of champions) and one knock up being usable only after he gets lvl 6. I've played lots of Malphite. I have seen my team die so many times before I engage... I just can't control the enemy team after I ult them. If they don't die, they will just ignore me and dash straight to the backline. In that point, if I'm not strong enough to shut them down alone, they win. This seems like a engage for mages, not for a tank, whose purpose is to keep the enemy team CC'd. It would be cool, except for the fact that mages have range and malphite has to utterly expose himself to damage when comboing, making AP Malphite so much of a feast or famine build and Malphite in general kinda frustating to play against.

So, I'm here to suggest a rework to Malphite. Should he get one?

8 Comments

Big Lincoln6/8/2017, 11:31:03 PM1 votes

because they needed to slap gimmicks on other champs first

xReverie6/8/2017, 11:36:31 PM1 votes

In the past class updates some blunders were made on some champs that created more work for them (having to rework a champ they reworked). They've cut back on the amount of changes they're making to a class this time around. The updates to the three tanks set the direction of where other vanguards will go though, including malph, amumu etc in the case they get reworks. Interesting to see what happens going forward - if they refine their processes on VGUs, class updates and the like there may be more in the future. It looks like it takes a lot of work to get right currently, and can easily go wrong.

Iota Theta6/9/2017, 12:09:16 AM1 votes

I think they ultimately want to do a full rework on him, a bigger one than he'd receive if he was include with Zac, Mao, and Sej. His kit is outdated, small VO, old model, and Galio basically took his old lore of giant stone being that hates magic...although it does fit Galio's kit better. Malphite just needs almost everything to be new nowadays to keep up.

His theme overlaps with Rammus too much, both being armour stacking Vanguards. The only difference between how they stack is Rammus gets bonus damage with his autos, Malphite just gets more Armour. He has better initiation with his ult, but that's about it.

My issue with him kit-wise is he is all point and click, with pretty much all his power in his ult and the armour buff on W. once he engages, all he really has is a small aoe on his autos, a movespeed steal, and a aoe AS slow. His ult is effectively a nuke with an AoE knockup(I get sad when I see a Malphite build full AP..).

Little rant, i know some will disagree, but it's just me greatly wanting a rework for the champ I first purchased and has always been one of my favorite champs concept-wise.

NGNL Asian6/9/2017, 12:15:57 AM1 votes

Honestly this update is the worst one that I seen ever since I started b4 fiora rework. Some "tank update" giving adcs more defensive item and mages a free spell shield while tanks only will have some passives on items that keep them alive for longer but lesser stats aka late game, they're bound to get deleted by adcs as offensive stats outscale defensive stats

Damus6/25/2017, 4:27:21 PM1 votes

Malph mid is broken, his Q poke is too strong and its ridiculous. RIOT created new TANK definition. In most game being a tank means that you don't doing much dmg but in reward you can take much dmg. In LoL, tanks can build only armors and still has decent dmg which is wtf? Mundo, Garen, Malph.. WTF is that Q poke without any item on malph? WTF is mudno chopper throw with LITERALLY no dmg item? What is more funny - there are still tanks which dosen't have this ability, which build armors and they have no dmg, like Shen. It's super funny how this game is unbalanced and it's supper funny how this reworks are inaccurate. Look, which reworked champ came back to the game, cos litlle I know, rework are fot that, yea? For bringing forgoten champs back to the game. And which one rly came back? Galio for a while, but his Q was so so powerull. So they nerfed it SO hard that again nobody plays it.

RIOT act like they would be some new company with new game, and they totally don't know what to do. Tanks with bruiser DMG, reworks which are fail one after another, still unbalanced game, where we have ASSASIN zed which deals less DMG on level 1 with his Q than TANK Malph with his Q on level 1.

And they won't even do shit with that, don't even complain. It's impossible. The whole game rework, LoL 2.

TheEndurianGamer6/10/2018, 6:45:25 PM1 votes

I main Malphtie in games, so I have a little bit of experience to say what should and should not happen; though then again im only a player, and not a pro.

But a rework too long over-fuckin-due

Malphite's passive is good as it is, combined with his w passive as well (his active is shitty tho), those two effects should be saved, if not buffed a bit, but his q is hella underpowered, but his E is alright and his R is LITERALLY the only thing Malphite has to engage or move, and it has a huge cooldown. Granted, it's still in a good position right now.

My suggestions for a rework, and if you want you can rate them though not as if Riot's gonna listen to the woes of the, like, 2 Malphtie mains in the world, are as follows.

Malphite's Q should become a longer range slow. It should build up damage but lessen the effect (not the duration) of the slow the farther it moves. The damage should cap and the slow should also cap (with the minimum being about 3/4 of what it is now and the maximum being about 2ce as much). Alternatively, make the Q a skill shot that continues indefinitely, with a higher damage scaling and with a longer slow duration

Malphite's W should keep it's passive, however I believe that it's active should be replaced by a knock-back effect, being short range (similar to the range of his AOE on his current E, maybe less) which launches a champion backwards a short/medium distance and silences them for 0.5 seconds, as well as dealing damage equal to 50 + 1/8 your armour + 1/8 of your AP (scaling up with levels, of course). The cooldown on this effect should be around 15 seconds at base. ^This one is controversial but anything similar could be used, you're literally getting punched by a golem made of rock and poor life choices.

Malphite's E should just be buffed, potentially doing slightly more damage. As it stands, it's in a good spot. Malphite's R is also in a good spot, though maybe a slight reduction to it's cool-down or an increase in it's effect radius could go a long way.

TLDR his active W and Q needs to be reworked as a priority and as more issues arise, we should combat them as well.