Malzahar might be recoverable, but you've got to cut your losses.

deadlychuck··5 votes·638 views

So, just to let people know, i'm personally a very strong malz revert advocate, and feel that the current version will continue to have problems into the foreseeable future, unless something is done about the champion on a mechanical level. Now, some will recognize very quickly, but I feel this would've been a much more sane way of approaching this rework, which i think, like him or hate him, jungler, mid, or support, will be preferred by the majority of the community.

Though honestly i might just be doing this, because I want to procrastinate on my software assignment a little more... who knows.


##Passive: Void Shift fine you can keep it riot (personally I preferred voidling blocking).


##W - Voidling Swarm -> Creature of the Void Voidling Health : 2 health points ->Voidlings now have 200 HP + (50 * level). Medical Advancements : 12 second duration -> 21 second duration REMOVED Voidling Magic Damage : 10/15/20/25/30 ( +20% AP) Voidling Physical Damage : 30/35/40/45/50 ( +40% bonus AD) -> 20 AD + (5 * level) ( +100% bonus AD) NEW _Fetch _: Voidlings are taunted towards malzahar's attack target. REMOVED Voidling Damage : Voidlings deal 300% damage to minions affected by Malefic Visions NEW Tight Leash : Voidlings return to malzahar at 1700 range away from him REMOVED Speed Demons : Voidlings gain 100% bonus movement speed toward priority targets REMOVED _No Swarm _: The first time a Voidling attacks a champion or large monster, Malzahar will spawn an additional Voidling REMOVED Advanced Hunters : Neutral monsters take 50% reduced damage Voidling Attack Speed : 0.665 -> 0.831 NEW Battle Hardened : After 7 seconds, voidlings gain +50% armor and +50% AD NEW Time Crunch : After 14 seconds, voidlings gain +100% bonus Attack Speed REMOVED Hot Zone : Recharge Time 20 / 19 / 18 / 17 / 16 NEW Calling Backup : After malzahar casts a spell (including W), he gains a stack of a buff, at 4 stacks Creature of the Void gains a charge. Static Cooldown : 1 second at all ranks -> 10/8/6/4/2 seconds Mana Cost : 40 -> 20


##E - Malefic Visions Magic Damage : 80/115/150/185/220 ( +70% AP) -> 80/140/200/260/320 ( +70% AP) __ ##R - Nether Grasp NEW Null Damage No More! : Whilist in the Null Zone enemies generate a stack every 0.5 seconds, up to 10 stacks. Damage per second per stack 1%/1.4%/1.8% ( +0.25% per 100 AP) of the targets maximum health, over 2 seconds. Null Maximum Damage : 30%/42%/54% ( +6.25% per 100 AP) of the targets maximum health


So i'm sure, some people realize what i did to the voidlings, basically just a revert, but i added in a mix between the Azir W and Kass E system as a means of still manually summoning the voidling, and kept the delay on the summon.

The changes to the ult might seem strange, but the idea is that it basically makes it's damage output a little bit more reliable, but also more rewarding if you instantly escape the ult. The base damage is up by 20%, but the scaling has been reduced so that it takes about the same to get the damage to 1 shot someone with the full duration (currently takes ~730 AP) . The idea is that you want to avoid getting stacks, but because the damage is on you and not on the ground, it ensures that damage isn't totally lost because of a QSS or interruption.

It let's riot keep his "identity", but revives AD malz and allows for a little bit more consistent play, and returns some of the agency back to the malzahar player, without going back to the targeted 1 shot combo that riot preached about wanting to remove.

__

Edit: Another idea for the voidling buffs (instead of basing it on time), might be to give them buffs based on how many are out. So, if you were to store up two charges, W + W + Q + E, then you'd be able to quickly get out 3 voidlings (well in 4 seconds at rank 5 due to the static CD). Though 17 seconds, of a fully buffed up voidling pack might be a little bit much. So w/ 2 voidlings both get +50% AD and +50% armor 3 voidlings all 3 get +100% Attack speed.

12 Comments

PureSilvrr1 votes

I just want them to revert 6.23 w changes, then shift the power balance in his kit. I like the ult thing, though Keep the ult changes, then shift the power from w to Q and E, I personally think that tankier less damage voidlings would keep the new jungle malz alive, and it will allow for power in other parts of his kit.

deadlychuck1 votes

Actually, if you look at the numbers, his Q got a slight buff from the rework (because they reduced the cooldown).

Though the nerfs to the mana recovery on E and it's damage is where he really took a hit. I'd honestly be fine with them just giving it bonus damage to minions (say 20%), as to fix the broken farming pattern, which resulted from reducing the base damage on it from +60 per rank -> +35 per rank

Voluug131 votes

Q also was nerfed on damage iirc.

deadlychuck1 votes

what? iirc?

It wasn't. Yes the damage number went down, but the cast rate went up. Now this does mean it hurt his scaling with CDR, but not his damage.

80 / 135 / 190 / 245 / 300 (+ 80% AP) per 9 seconds. DPS rank 1 = 8.88 + (8.88% of AP) DPS rank 5 = 33.3 + (8.88% of AP)

vs

70 / 110 / 150 / 190 / 230 (+ 70% AP) per 6 seconds. DPS rank 1 = 11.67 + (11.67% of AP) DPS rank 5 = 38.3 + (11.67% of AP)

That said, the mana cost per second did go up from 8.9 (rank 1) - 11.1 (rank 5) to 13.3 mana per second.

Voluug131 votes

DPS is useless for a burst mage, which is what Malz was and was balanced around, it was his entire niche to have anti-dive burst. Specially now, where he has to build glass cannon to even have damage, he isnt just designed to sustain several seconds of a fight.

The entire reason why the rework is a failure is because Riot tried to redefine a niche anti-assassin burst champion into a popular/generalistic sustain(?) mage with no anti-assassin capabilities, without changing anything but numbers and moving around abilities.

Also Malz never bough CDR, not he cared about it. And of course, the overall reduced mana costs are also a pretty big nerf to his skillfloor, and when Malz was made to be a niche champion, its a big problem of why the rework failed.

deadlychuck1 votes

And of course, the overall reduced mana costs

I might be reading this wrong, but sounds like you read what i said backwards. The mana costs went up.

Unfortunately, riot missed their opportunity to make sustained damage mages viable with reworking stats in the MYMU. Yet there is literally no reason to ever go a sustained damage mage, because marksmen are inherently stronger and more consistent due to stat design and auto attacks vs skill shots.

That is unless the mage has insane scaling, which malz does, but it's all attached to the most unreliable tool in his rework (and i'd argue in the game), his W. Even pre-rework AD malz had MORE consistency than the reworked malzahar. It doesn't even matter if you build AD or AP anymore, because of how poorly the W is designed now.

Voluug132 votes

The problem is that the entire soul of the rework runs on a series of misconceptions and anti-designs that will keep Malz broken unless reverted or at least tackled mechanically.

On-demand voidlings (actual non-interactive laning), spellshield (reduced important of positionement = reduced skillfloor), reduced damage and mana on QE and lack of flat damage on R (loss of anti-assassin niche and reduced skillfloor) and so on.

Hexs Fortune1 votes

What does malz do that's truly unique? The suppress ult and the void pets.

deadlychuck3 votes

Ok, and i see no reason to force those void pets into the AP design.

They are perfectly fine without scaling with AP and being assumed to be part of his kit.

Revali1 votes

200 HP + (50 level).

that's a lot of hp for a rank 1 ability aswell, i'd say 125 is more fair (that's about the same as a shacobox earlygame if I'm not mistaken)

320 with a .7 ratio is really high damage for basic ability, hell that beats a lot of rank 1 ultimates by level 9 which is a really poor idea. with a liandrys and dft you could half health anyone with that much power in it.

other than those two reasonable complaints, the rest seem like solid enough changes.

deadlychuck2 votes

Oh the beautiful irony.

I'll start with the 2nd part first. He would be a mage with only 3 AP scaling abilities (and no mobility at that), it makes sense that at least one would have insanely good scaling.

The first part... well I didn't come up with that number, and based on experience with exactly that 200 HP + (50 level), it's perfectly balanced ;)

If you don't understand what i'm getting at, that's the pre-rework health numbers.

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