About the "reworked" malzahar voidlings
Everyone loved it. Clearly
(Yes his his win rate was above 50%, but it was still much closer to 50 than a bunch of other champions which aren't seeing nerfs despite MUCH higher playrates)
Everyone loved it. Clearly
(Yes his his win rate was above 50%, but it was still much closer to 50 than a bunch of other champions which aren't seeing nerfs despite MUCH higher playrates)
I think it is time for Riot to admit they messed up with Malzahar and just announce they are looking to rework him again. The radio silence is annoying because the rework killed him for anyone who enjoyed him pre-rework and I want my main back. I don't care how good or viable he is now, he was better before and arguably less toxic. He is boring to play as and no fun to play against. All of his abilities feel bad, he is clunky, and his identity was gutted. It was a failed rework... end. of. story. They need to rework him again, hopefully it isn't like Ryze where he needs multiple reworks.
I would agree with this. While most are asking for him to be reset to how he was, they should know there's a reason that he was targeted for a rework in the first place and there's no way they would be willing to scrap it all/act like it didn't happen.
At this point they haven't made a new skin for him since snowdown 2014 much less since he's been reworked so it's not like they're wasting a lot of resources on graphics for him either.
My understanding is the main reason for his reword was R would delete squishies with zero counterplay.
I've proposed solutions assuming he was reverted.
My understanding is the main reason for his reword was R would delete squishies with zero counterplay.

While it's true that he could assassinate most characters if he got a full combo off, that was a lesser reason to rework him since qss
would negate his ult, he's slow and relies on DoT, and he was even called a mage assassin due to his high damage output.
Some of the other reasons to rework him were
But yes, the more vocal reason for him to be reworked was because he could 100-0 a squishy without much counterplay that the enemy he was targeting could use.
I think the big problem was that wandering too close to Malz meant that he could press R alone and nearly kill you. I miss every other aspect of his kit, and would be happy to sacrifice the damage on it that made it a squishy murder cannon.
Maybe a % health damage cap would be best. Ultimate cannot do more than 25% of your health for example. That way the damage on the ult alone wouldn't nearly kill a squishy, and it wouldn't be % making it too effective on tanks.
I wish they would revert the rework but that will never happen. Pre-rework Malzahar was my favorite champ and LoL feels hollow without him.
I wish they would revert the rework but that will never happen. Pre-rework Malzahar was my favorite champ and LoL feels hollow without him.
Yeah, pre-work malz required some skill as well (despite many people suggesting otherwise). You had to decide when to use the voidlings, instead of getting them instantly, and had to plan attacks carefully. New malz is/still feels like a clunky mess, a bunch of cool ideas jumbled together to try and form something resembling a character.
I missed pre-reworked Malzahar too.
Heck...I miss the pre-3HP voilding Malzahar now too. This current one is just not fun to use.
As a Vladamir, Malzahar, and Master Yi main, I don't even enjoy the game at all in it's current state. Vlad and Yi are 2 of the worst champions in the game right now and Malzahar is just an entirely different champion.
What annoys me most about the Malz rework is that it ADDED toxic gameplay to his kit. He gets a spellshield that fucks over burst champions or champions who rely entirely on one ability such as Morgana and her Q. He gets absolutely bonkers dps from voidlings that requires you to attack the voidlings rather than Malzahar, which often results in you losing the trade. His toxic shit is still there. Point and click E and R combined with fairly long ranged Q and the ability to dissuade all ins because he wins most of them.
He's just as toxic except now it's kind of like playing the slot machine with his stupid fucking voidlings. Will they single-handedly win you the trade or will they just fuck around or get one shot?
If your complaint was about the 3 HP model, that came out in 6.23 - in which case by this data, I'd say we got considerable game health gains and literally no change in playrate or winrate.
Then there were the Rylais changes in 6.24 that were a slight hit to winrate, but not playrate either.
Either way, your claims are just incorrect. If your opinion is that you don't like the 3HP model, then say that, don't give data that doesn't represent your claim at all and use it as justification for your own opinion.
The fact that this post got upvoted so much just irritates me.
Hasn't got anything to do with your complaints about this post or the post itself, but you're forgetting a whole lot of other changes that happened to Voidlings in 6.23. Why are you assuming that the OP hates the 3 Health model?
And as an aside, I do hate the 3 Health model just as much as I hate Zyra's plants. Can you please go back to the old model? If my Marksman deals 1k crits, she should be able to kill some meekly plants with one hit as well. Similarly so with an empowered Karma Q. It makes those plants look like Adamantium Walls.
But what op's data shows is a playrate drop at patch 6.21.... So it shows nothing at all.Just a bunch of people dropping him without actually playing with the changes, a patch before they actually happen, or some other thing which is more likely.
That's why a wrote this:
Hasn't got anything to do with your complaints about this post
:)
Well he's right that his claims are incorrect, he claimed everyone loved it.
Because the rest of the changes were just buffs, unless you're playing AD Malz, in which case it's the same as before (Voidlings have more damage at all points in the game due to +0.1 AP ratio per voidling) and you have twice as many voidlings at any given time due to the charge model.
His voidlings were given a much more limited time to multiply though as a trade for the charge system, which is fine since it allows for a more consistent ramp up for damage and shortens the time for him to be so vulnerable.
Don't disagree with what you're saying, just clarifying the "twice as many voidlings out at a time."
In the spirit of constructive feedback, I would like to voice my opinions on the voidling change.
Regarding the voidling health changes (HP total vs. 3 hit) I am a fan because they add reliability to Malzahar's damage output and, as a battle mage, Malzahar should have reliable damage. Furthermore, this normalizes the experience of playing against Malzahar between champions with differing autoattack damages. I do have one problem with the side effect of of this change as it relates to dragon and baron. Previously, Malzahar could use voidlings to reliably take these objectives by building up massive swarms which took multiple hits to clear. Furthermore, the longer spawn window allowed new, full-health voidlings to spawn and act as tank for Malzahar. Now epic monsters kill voidlings in one hit (dragon doing so in an AOE) which has significantly weakened Malzahar's ability to solo, tank, and even damage these monsters. Given that this was a unique strength of Malzahar's previously I find this side effect particularly painful.
Regarding the charge system (voidlings have half the mana cost, the same cooldown, and store two charges) I am not a fan because it pushes Malzahar towards a burst paradigm instead of a long term sustained damage paradigm. To explain, I would consider two scenarios. The first is that a single voidling now is as strong as a single voidling before. In that case, in a long fight where Malzahar casts multiple voidlings he will deal approximately the same damage as he did before after the initial wave of voidlings die while doing twice as much damage from the first wave. His front end damage is increased without changing back end damage. In the second scenario, the two voidlings do as much damage together as one did before. In this case, where Malzahar's front end burst stays the same, his damage over the course of a long fight is decreased. In other words a charge system necessarily increases how much damage is front loaded into a champion's kit relative to their sustained damage, which is fine for some champions but for a battle mage like Malzahar is contrary to how they have been designed and balanced.
Regarding the damage and ratio changes (including the malefic visions bonus damage and removal of minion execute and the voidling spawning and group frenzy abilities) I am ambivalent about ratio changes as they do not hugely affect gameplay decisions, but I do not like the change in the way Malzahar gets his damage bonus and his additional voidlings (frenzy vs malefic visions bonus).
In the previous system, Malzahar was rewarded for maintaining his voidling count before a trade, usually by manipulating the wave to spawn extra voidlings. Furthermore, before buying significant cooldown reduction Malzahar had decisions about when to use his spells (splitting voidlings/visions or using them together) which were influenced by wave health and his ability to target the enemy. This lead to significant windows of power (multiple voidlings up, ability to target the enemy with visions) and windows of weakness (voidlings down or visions down, therefore voidlings are not threatening the enemy even during trading) and to a significant point of mastery for a Malzahar player to develop.
Under the new system Malzahar only spawns voidlings when they are attacking large monsters or champions, only spawns new voidlings during the first three seconds of their life, and does triple voidling damage to targets marked with visions. This means that it is always optimal to direct voidlings to attack such a target immediately (otherwise a vast majority of the damage output of the spell is wasted). This means that Malzahar's hand is forced; if malefic visions is not on an applicable target voidlings are useless. In other words, Malzahar's window of power has been reduced from a game he and his opponent both have access to (voidling and wave control) to a binary question (malefic visions up or down?). By removing a vector of skill expression, Malzahar has become less enjoyable to play and master.
Additionally this change has hurt Malzahar's fallback laning pattern. When Malzahar is behind he can use his skills to farm the wave safely, but with voidlings not spawning from creep kills his strength against a wave is moderately diminished and with voidlings not executing minions the probability that he misses minions due to using his fallback pattern is much higher.
Furthermore, you said "you have twice as many voidlings at any given time due to the charge model" but this is incorrect. Proper manipulation of voidlings used to allow you to have a 6+ voidlings just by carefully farming a wave with voidlings which is completely unobtainable now. In the specific scenario of "all abilities off cooldown, opponent is not moving and within 600 units of you" you have the same number of voidlings and the same damage output but with a moving opponent, an opponent more than 600 units from you, if your malefic visions is down, or you have only a single charge of void swarm you have access to fewer voidlings and much weaker sustained damage (before considering changes to voidling damage). In your best success case you break even but in multiple other cases you end up weaker. Furthermore, in the case where the opponent can move for a short period of time near the beginning of a fight but their movement becomes restricted later (which is a common occurrence in teamfights) Malzahar loses a significant portion of his damage because voidlings cannot spawn later in their life.
TLDR: the 3 hp system is good for champion combat, but bad for objective taking, which Malzahar had been good at; the charge system is bad in some cases, and is bad for battle mage designs; the changes to voidling spawning are bad for Malzahar, feel bad, and reduce mastery for Malzahar players; ratio changes are buffs which compensate for these nerfs but do not add satisfaction or gameplay; overall Malzahar is similarly powerful (trusting the data posted by fizz enthusiast) but less satisfying
I agree with you on almost most points, thank you for writing this all out. first I'd like to clarify that the 300% voidling damage [E] is only active versus minions.
Secondly I'd like to add something: now the voidlings have 3 hp, which was before probably 200 + 50 x level (need someone to confirm this, armour is also unknown), they are killed way faster by minions. Minions now ALWAYS deal 0.5/3 damage to voidlings, which is 1/6 of their total hp, whereas before they would deal much less damage (1.5/90s). Lets calculate the damage minions did to voidlings before. Level:1; wave:1; M-dmg: 24; V-Hp: 250; attacks resistant: 11 Level:6; wave:9; minute: 6; M-dmg: 28.5; V-Hp: 500; attacks resistant: 18 Level:12; wave:30; minute: 16; M-dmg: 39; V-Hp: 800; attacks resistant: 21 Level:18; wave:62; minute: 32; M-dmg: 54; V-Hp: 1100; attacks resistant: 21 Level:18; minute:60; M-dmg: 83; V-Hp: 1100; attacks resistant: 14 Level 18; minute:162; M-dmg: 184; V-Hp: 1100; attacks resistant: 6 Level 18; minute:1078 ; M-dmg: 1100; V-Hp: 1100; attacks resistant: 1 As you can see the 3-hp change is a HUGE buff for voidlings in 'late' game.
The maximal amount of voidlings gained of 1 stack is 3 (2 additional after spawn), that means 9 is the limit, but that requires 45% cdr. Practically you can say that now you have a maximum of 6 voidlings in laningphase. Whereas Previously, your W would give you up to 7 voidlings, and you would have a maximum of 10 voidlings at 45% cdr. Previously however you could maintain the 3-10 voidlings constantly, now you can only maintain 3-6 constantly. (9 only with 2 stacks) The max voidlings expire in both instances after 3 seconds.
So that "double the voidlings" is just not true, what did double however is the cooldown on his "burst": from 20-16 to 40-32.
Not only did the amount of voidlings decrease, but the 50% bonus attack speed is also removed. meaning that when you maintain your voidlings you have 50% less damage, but... this change is offset by the AP scaling increase, before 0.15 (50%) now 0.2 and the increase in base ad helps a little but 0.6 AD(50%) --> 0.4 BAD.
Thanks for this in depth analysis of voidling damage and health. I was generally looking at the teamfight case where the primary attackers are champions when I mentioned normalizing/buffing voidling health (we all remember ADC's 1 hitting our void buddies) so I had not considered how voidlings interacted with being attacked by minion waves. Also I had forgotten that the triple damage was only against minions, which makes this a huge nerf to voidling damage before ratio and base damage changes (as the frenzy was active against champions as well as minions). In general, his kit feels weaker, even though objectively (by win rate according to fizz enthusiast) he is just as powerful. I personally would prefer the stronger feeling kit with weaker numbers to the current option.
The changes sound great when you put them that way (and they most likely are, I'm just really bad at this game), but based on personal experience the 3 second multiplication limit feels like a noose around your neck whenever you throw out your Voidlings. You always have to ask yourself "Can my Voidlings reach the enemy champion in 3 seconds?" and a lot of times, based on Malzahar's enemies in the mid lane, the answer will be no. There are flashs, dashs, roots and binds, and because Malazhar pushes so much, the enemy tower will just execute your Voidlings. And in lane, when applying pressure while you are pushing, you can only ever have one (or two when you waste both stacks) Voidlings at a time. And that Voidling will try to work down the lane with Malefic Visions. By the time it might reach the enemy champion, the Voidling's duration is expired or it will have lost so much Health an auto or two will kill it. Not that the enemy needs to kill it, a single Voidling doesn't deal much damage even if it does have +0.1 AP ratio.
tl;dr: Voidlings pose much, much less of a threat to enemies now.
They also die to the most stupidest things now in one shot. 1 Ahri Q kills all voidlings there are. They also die in one hit to baron/dragon so he pretty much feels useless.
I have never had a disliked rioter before you (I've seen multiple posts of yours on here over the past week or two), I honestly don't even want to try to have a discussion with you because your posts give off an air like you think you are right regardless of what anyone else thinks.
Tell me then what is buffed about the shorter range for the ms increase vs targets with malefic visions on them? What is buffed about the shorter time to multiply voidlings (or the technically doubled cd)? And what is buffed about the lack of the attack speed increase the voidlings had before? I mean come on, this is what we have on riots game design team? Some guy that just throws out assertions with shit all for evidence.
[{quoted}](name=Fizz Enthusiast,realm=NA,application-id=3ErqAdtq,discussion-id=xAE9rpUb,comment-id=000f,timestamp=2016-12-18T22:46:25.640+0000)
Then there were the Rylais changes in 6.24 that were a slight hit to winrate, but not playrate either.
it just feels like you guys did very random nerf where you could put it in better direction I think Rylai stats suppose to be oriented toward tanky mages 60 AP 500 HP
Protobelt could use more tanky oriented stats as well
Frozen Mallet has and is clearly oriented for beefier champions 30 AD 700 Health
How about the fact that after the marksman update assassins saw a performance boost, and during the mage update kass and galio both saw a performance boost. But malzahar, THE anti assassin mage ends up seeing a performance drop. The midseason mage change to him frankly is a failure in improving the champ for the mains while making him healthier, and he is at a point that a full revert should be taken under serious consideration.
The fact that rioters still chooses to stubbornly shut their ears to the community and tell them they are wrong despite having logical points thrown at them just irritates me...
The fact that rioters still chooses to stubbornly shut their ears to the community and tell them they are wrong despite having logical points thrown at them just irritates me...
That is, of course, assuming the community is correct. If you're referring to the "Logical Points" shown by the OP, he doesn't have any. He took a stat, and applied a false corresponding statement for the reason that stat has dropped.
And here is the difference between reverting Kog and reverting Malz. Kog was changed around the idea of making him more unique. That uniqueness led into more balance problems, due to an inherent flaw in design. His old kit was not unhealthy, so they reverted partially (not Ult changes), as this fixed the problem: An inherent design flaw.
This is not the case with Malz (and I played enough of him pre-rework to realize this). Malzahar's old playstyle was not interactive at all, and frankly was unhealthy around terms of interactivity. You E'd minions to push wave, and you occasionally poked with Q. If the opponent decided they were against this, they find themselves being 100-0'd without Counterplay, with very little set up. (And don't you dare say having to press 4 buttons in a row is "set up").
New Malz, as unsatisfactory/under/overpowered/Whatever, is the opposite of this. You can deal with his little minions if you want to hurt his pushing (though E can still do a pretty good job), a lesser damage but more spammable Q means you're not as fucked over for getting hit once, but getting hit while with E on ya is gonna hurt ya. Hell, Malz's old W was literally never used for anything but as an additional damage for his ult, as it was unreliable without it.
Just like how the new assassins got their kill time lengthened in the Assassin update, Malz's changes were to add in more counterplay and interactivity with his playstyle, and I highly doubt that he's going to get reverted back to that. It sucks Malz can't 100-0 anyone anymore, but how do you think Assassin players feel at the moment?
Basically this is the Anivia thread he just made. He didn't reply to ANY of the threads discussing why mains didn't agree with the changes, or how they thought they could be better. He did respond to other comments, like the ones questioning his rank-displaying badge, or the one saying, summarized, "gj for this post."
So I will give you a hearty upvote. Yeah the OP didn't have much to say or support, but he has a valid point: Many malzahar mains (or post-mains) are getting sick of all this work on the champion with no care to his playerbase. Unfortunately, based on what I saw happening in the Anivia thread, any kind of logical argument based on gameplay patterns, health, or statistics is kind of ignored because we can't have the narrative being questioned.
The fact that rioters still chooses to stubbornly shut their ears to the community and tell them they are wrong despite having logical points thrown at them just irritates me...
Love this quote
[{quoted}](name=Fizz Enthusiast,realm=NA,application-id=3ErqAdtq,discussion-id=xAE9rpUb,comment-id=000f,timestamp=2016-12-18T22:46:25.640+0000)
If your complaint was about the 3 HP model, that came out in 6.23 - in which case by this data, I'd say we got considerable game health gains and literally no change in playrate or winrate.
Then there were the Rylais changes in 6.24 that were a slight hit to winrate, but not playrate either.
Either way, your claims are just incorrect. If your opinion is that you don't like the 3HP model, then say that, don't give data that doesn't represent your claim at all and use it as justification for your own opinion.
The fact that this post got upvoted so much just irritates me.
The complaint may be more tied to how awful the interaction of spawning more voidlings is since they do fuck all when there's only one or two of them. Requiring them to auto a champ in their first 3 seconds is retarded when they can't even get to an enemy champ before then.
Alright well I guess I'm wrong about the source of his play rate drop. However it's not like his voidlings nerf or the rylai's nerf made anyone pick him up again either. And as far as "considerable" game health gains go, wouldn't that imply people are actually playing him?? It doesn't do anything for the game if champions which are barely played are changed
Welcome to literally every gameplay thread ever, where people mix fact and opinion into something that satisfies their narrow minded view. I salute you for actually taking the time to refute some of these threads, maybe if that trend catches on then perhaps people will be less eager to be sheep.
Regardless of winrates or playrates or game health (which I think is worse now), the biggest issue I have is that Malzahar is no longer any fun to play. He isn't fun to play as, he isn't fun to play against. Perhaps he might feel good to someone who has never played Malzahar before, but currently he feels boring and clunky. He just doesn't feel like Malzahar anymore to me, when I play him I literally can't take it seriously because of how bad he feels.
This is just one opinion, I have no facts or data to back any of it up though. Just saying that I don't like new Malzahar and I can't play him anymore.
[{quoted}](name=Fizz Enthusiast,realm=NA,application-id=3ErqAdtq,discussion-id=xAE9rpUb,comment-id=000f,timestamp=2016-12-18T22:46:25.640+0000)
If your complaint was about the 3 HP model, that came out in 6.23 - in which case by this data, I'd say we got considerable game health gains and literally no change in playrate or winrate.
Then there were the Rylais changes in 6.24 that were a slight hit to winrate, but not playrate either.
Either way, your claims are just incorrect. If your opinion is that you don't like the 3HP model, then say that, don't give data that doesn't represent your claim at all and use it as justification for your own opinion.
The fact that this post got upvoted so much just irritates me.
No flaming/trolling here. A legitimate question:
Do any of the Rioters, particularly ones involved in balance and preferably high elo, even play Malzahar seriously (ranked) since his long string of nerfs and the recent change to voidlings?
I want to know because data points are often skewed by various factors and can't serve as concrete evidence. You can look at the numbers thrown at you, but if you guys aren't willing to risk playing Malzahar yourselves in the current state you all put him in, on top of the massive nerf to Rylai's (one of Malzahar's core items), that speaks louder than anonymous numbers.
You are talking about an increase in game health. Can you please elaborate this? For example tell people what his issue was before and how you guys tried to resolve this.
I think that if you manage to explain this convincingly, a lot of people will be less upset. If you can't or don't, then at best nothing will change, and at worst they will become even more upset.
What if I told you... That I missed the old 21 second Voidlings that basically foreshadowed what kind of monster Malzahar would become if left alone to grow throughout the game?
[zombie-brand-mindblown]
[{quoted}](name=Fizz Enthusiast,realm=NA,application-id=3ErqAdtq,discussion-id=xAE9rpUb,comment-id=000f,timestamp=2016-12-18T22:46:25.640+0000)
If your opinion is that you don't like the 3HP model, then say that,
Ok...We **HATE **the 3HP, no multipling off minions, only multiplying during the first 3 secons, and getting 1 shot by baron/dragon/aoe spells.
His main gimmick and why we actually enjoyed using the Malzhar's voilding's is now not fun to use.
The fact that this post got upvoted so much just irritates me.
The fact that this change went through and that Riot says it "ok to us" despite all the hate the change has received irritate us Malzahar players that don't have fun using him anymore.
Any Malzahar main, including myself, will tell you he is terrible now. Everyone else doesn't seem to realize he is an all-around weaker version of his former self once his passive pops. The ones who think he is too strong don't know how to play against him, seeing as he used to be an obscure pick.
Lower damage on everything (bases and ratios nerfed), less movement speed (LMAO), Teemo's basic attack range (LMAO!), high mana costs, and voidlings are stupidly easy to kill now.
Meanwhile, many other mages get to have their high mobility and attack range, non-ult CC, ability to farm and harass simultaneously, and not be completely irrelevant if the enemy buys QSS.
Since Malzahar isn't an exciting LCS play-maker, Riot honestly doesn't care if he remains in the gutter while their golden children continue to be complete bull****, as long as they remain in the spotlight. Noticed how they leave Yasuo, Caitlyn, Vayne, Lee Sin, Jhin, Syndra, and others alone for several months (minimum) despite how strong they are, yet jumped right onto nerfing Malzahar immediately once he saw a small gain in win rate? Even when Riot does eventually get to nerfing them, they will almost always leave them with compensation buffs. Malzahar, on the other hand, received nothing but nerfs after nerfs.
They don't want Malzahar to be picked anymore. They want their golden children to continue shining. That's the secret truth behind Riot's machinations. Their focus on all things gameplay revolve around the LCS and other competitive play.
Any Malzahar main, including myself, will tell you he is terrible now. Everyone else doesn't seem to realize he is an all-around weaker version of his former self once his passive pops. The ones who think he is too strong don't know how to play against him, seeing as he used to be an obscure pick.
Yeah I would rather have old Malzahar back, he didn't had this passive, this made him a lot riskier to play but he also was a lot more rewarding. High risk and high reward. New Malzahar is low risk and low reward. I actually don't know if I could call him low risk anymore, given the nerfs to his passive and his W.
{quoted}They don't want Malzahar to be picked anymore. They want their golden children to continue shining. That's the secret truth behind Riot's machinations. Their focus on all things gameplay revolve around the LCS and other competitive play.
And this is why I hate competitive games, especially ones that reach eSports.. back to Warframe I go.
Old malz was cancer. Every major change he's gotten has been to fix that and make him healthier as a champion and they've largely succeeded at this point. What you hate is that you can't flash r for a kill on full hp targets or whatever but that never made sense for a warlock champ anyway?? He's a DoT champ
[{quoted}](name=Monado II,realm=NA,application-id=3ErqAdtq,discussion-id=xAE9rpUb,comment-id=000b0002,timestamp=2016-12-18T23:32:44.693+0000)
Old malz was cancer. Every major change he's gotten has been to fix that and make him healthier as a champion and they've largely succeeded at this point. What you hate is that you can't flash r for a kill on full hp targets or whatever but that never made sense for a warlock champ anyway?? He's a DoT champ
I fail to see how Malzahar was cancer before. Did you not buy QSS or any MR? He had, and still does have, clear weaknesses. If you couldn't play around them, like you should for any champion, that's on you, not Malzahar. Pre-rework Malzahar wasn't a priority pick/ban in high elo. Guess why. Sad thing is he is literally weaker all around post-rework.
Most of the cancer that has been ruining the game for years is still going strong, however. If they make flashy plays, better praise them!
So, what does it matter if a champion's damage is burst or DoT? Is Veigar ulting someone for an instant 500+ damage healthier than 500 damage over time? Damage that you can heal/shield against?
I didn't realize DoT champions were supposed to only tickle their enemies. My mistake, clearly.
I played AD Malz all the time before the rework. Was actually one of the people who popularized the build on Dominionland back in Season 2.
Can't stand him now.
I'm confused.
He went from 5% to 3%.
Big whoop. Did it ever occur to people that the people who liked Malzahar for his voidlings stayed and the 40% of pickrate was because of the ez infinite push? I played Malzahar because I liked the infinite push and CC. I don't play him anymore because I'm not good with voidlings. That doesn't mean the rework was a failure; it just means his playstyle is not my cup of tea.
His power curve is so weird now. I have Mastery V on Malzahar, but that's ALL from Pre-rework. They should revert it. Personally I hate his passive. That passive takes up so much of his power budget which could be put into things like his E or W. It also means they have to nerf his base stats.
I hate new Malzahar. I loved old Malz. Please.
malzahar is strong. is he clunky and werid. yes. old malzahar was more fun. new malzahar is arguable stronger as he is more flexible.
....stronger? He's objectively worse now
voidlings die easier to not only enemies but also dragon and baron. They get one shot wiped by baron and dragon aoe. They cannot multiply off of minions, so he has worse wave clear and can less reliably get a bunch going in a team fight since he cant build them up beforehand
Less people are playing him AND his win rate went down. So only die hard malz mains are playing him, and also doing worse than before too
....stronger? He's objectively worse now
voidlings die easier to not only enemies but also dragon and baron. They get one shot wiped by baron and dragon aoe. They cannot multiply off of minions, so he has worse wave clear and can less reliably get a bunch going in a team fight since he cant build them up beforehand
Less people are playing him AND his win rate went down. So only die hard malz mains are playing him, and also doing worse than before too
I never played old malzahar and wish I did but I do remember I use to get owned by him. I then tried his rework and liked him, but with the recent voidling changes hes not that fun to play anymore. Im not a main but he was my occasional mid laner.
New Malzahar was only stronger because of its passive. The rest of his kit has been nerfed to fit that passive, and with his numbers down, and the nerf to his passive and his W, he is worse than before.
Oh no 5% to 3% play rate
When play rates are that low, you know that only the diehard mains are playing that champions except for a handful of counter picks here and there. "5% to 3%" means 40% the malzahar mains (the only ones who play him) switched to something else.
One of the "reasons" Riot mentioned for changing Malzahar was that they felt like no one was playing the pre-rework Malzahar.
Old Malz ranged from 4-5% playrate
3% now? What a failure of an update. GJ Riot.