So Malzahar is getting some changes in PBE...

Aqua KnightΒ·Β·2 votesΒ·857 views
Surrender at 20

Malzahar is getting some changes ri his W - Void Swarm. I'll post the full changelist but the thing that actually bothers me is the fact that you can't even control your voidlings anymore in exchange for more damage... Now I just feel like I'm gonna be fighting 1v1 in mid without any help from my voidlings... The worse part is, if THEY decide to fight you and the voidlings are farming minions, well... too bad. So I suggest this: make Malzahar be able to target with Malefic Visions or a nether Grasp or at least improve the AI so that the voidlings can help you WHEN BEING ATTACKED. This solves the problem of ;I'm farming with 5+ voidlings and now I ult you and you die" and creates more counterplay by giving you clear openings to attack . I mean the rework shifted all of his damage to his W so this change doesn't make any sense to me.. Full Changelist:

Void Swarm (W) - Mana cost lowered to 40 from 80 Now works on a recharge system instead of just a 20-16 second cooldown. [old] 20/19/18/17/16 second cooldown. [new]20/19/18/17/16 recharge time & max of two stacks. Voidling spawn on attack changed: [old] "first time a voidling attacks a champion or monster, or assists in a killing a unit, Malzahar spawns a new Voidling with the same remaining duration." & "will not spawn from a voidling with less than 4 seconds left" [new] "If a Voidling has more than 9 seconds remaining, its first attack against a champion or monster will spawn a new Voidling with the same remaining duration," Voidlings now have 3 "HP" - similar to wards. Voidling Physical Damage changed to base + bAD from % of total AD. [old] 30/32.5/35/37.5/40% of total AD [new] 30/35/40/45/50 + 40% of bonus AD Voidling damage AP ratio increased to 20% from 10% Voidling detail changes: [added] "Deals 300% damage to lane minions effected by Malefic Visions (E) " [added] "If target is afflicted by Nether Grasp (R) or Malefic Visions (E) and Malzahar is near by, has 100% increased attack speed. [removed] "Prefers to attack targets with Nether Grasp (R) or Malefic Visions (E)" [removed] "When 3 or ore voidlings are active, they all gain 50% attack speed" [removed] "Deals 300% damage to lane minions below 20% health"

tl;dr Malzahar's nerfs make no sense, revert them or at least improve the AI

5 Comments

UsiTsukino2 votes

Noooooooooooooooo. Malzahar :'( Voidlings !! :'(

Aqua Knight1 votes

Tell me about it. The changes are gonna make him almost unplayable unless you somehow find yourself 1v1 against someone somewhere with absolutely nothing but the enemy πŸ˜žπŸ˜”πŸ˜©

Hammermancer2 votes

yeah i'm more worried about the AI changes, I mean if they always target whoever he targets it'll be dope, or if he gets his passive rebuffed.

Personally i think his main issue is that damned passive, it's always gonna either be OP or UP, It should be scrapped because i think it's inherrently imbalanced. maybe somehow putting his Visions into a passive, having it trigger on an auto attack for example with a similar cooldown to his current E, and then putting his old W where his E is, and reverting his R would be a more manageable champion from the balance perspective. or just simply reverting his W to pre-rework (Because it was a great anti-tank and zoning tool) and updating his passive to reflect his current W

Aqua Knight1 votes

Yeah unfortunately he's a beast to balance, he has a lot of his power budget on his passive and W... Right now I'm much more concerned about these changes. I don't think his Malefic Visions should be moved to his passive because then he's gonna need to auto attack a lot more and you'll be losing track of it in teamfights (not to mention Teemo's blind). I also agree the passive is either too OP or UP, but Malz does need a moment of ivurnability when he ults. The second set of changes you mentioned does seem more manageable though but right now we should focus on these needs and then maybe ask riot to rebalance him or smthng, thx for the reply. πŸ˜‰πŸ˜Š

Hammermancer1 votes

[{quoted}](name=Aqua Knight,realm=EUNE,application-id=3ErqAdtq,discussion-id=xhEu7AvU,comment-id=00010000,timestamp=2016-11-16T01:10:50.037+0000)

Yeah unfortunately he's a beast to balance, he has a lot of his power budget on his passive and W... Right now I'm much more concerned about these changes. I don't think his Malefic Visions should be moved to his passive because then he's gonna need to auto attack a lot more and you'll be losing track of it in teamfights (not to mention Teemo's blind). I also agree the passive is either too OP or UP, but Malz does need a moment of ivurnability when he ults. The second set of changes you mentioned does seem more manageable though but right now we should focus on these needs and then maybe ask riot to rebalance him or smthng, thx for the reply. πŸ˜‰πŸ˜Š

Malz didn't need a moment of invulnerability before the rework, why does he need it now?

He had a healthy 52% winrate for his mains, and a 50% for the casual malz, if anything he needed some slight buffs that would help the mains but the rework went insane. the second I saw it i called out (And got downvoted hard) that his rework was in unbalancable mess, it removed utility for a gimmick and would be nerfed so hard it would be unplayable within half a year. I think most people knew that was true, but HEY BUGS! BUGS EVERYWHERE! SWARRRRMMMMMM

Look minions are cool but they need to be balanced around constant use, not as a weird burst ability.

My point would be the new 'yorick' (I preferred old yorick but the champion they made is a resoundingly fun success anyways, he's just not fucking yorick) he is balanced around keeping ghouls on the field, he is best when he has minions and weakest without them

malz could have had a better generation mechanic for sure, something like dropping Void hives (Little swarm generators that create weaker voidlings worth 1gp that do substantially less damage but are always out) his passive could have increased his power based on the number of voidlings in play, and when near his zones, and he could have ways to command multiple groups of voidlings for outplays.

im gonna get on concepts and creations and just make a new champ now....

Forget malz he's dead, he contracted cancer in the mage overhaul, and now he's dead, he's gonna be kalista status. Too inherrently powerful until they gut him or revert him. these changes might work out... but i doubt it. they only want malz to be in mid lane, i maintain he could be a good support if re-equipped a little, and i maintain that my old idea of just giving him a voidling per spell cast would have been adequate of an overhaul.

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