[Concept] Malzahar Mage Update
So, I've been around a while, I've seen updates, reworks, relaunches, and been through most of it and been okay with a large amount of it. I'm not a fantastically skilled player, and my highest rank in Solo queue was Gold 2. However, I've been playing since the Release of Renekton and Caitlyn, and seen the reworks changes instituted to a large portion of champions.
Since Riot wants discussions and community feedback on the various Mages they plan on tweaking in the coming months and this summer, I'm putting forward my ideas for a Malzahar "Update" that gives him two distinct Identities based on whether he's built AP or AD.
Passive: Summon Voidling On every fourth ability use, Malzahar summons a Voidling that remains on the field until it is killed or 21 seconds have passed. If Malzahar dies, the Voidling stays behind but stops attacking unless there is a target afflicted by Malefic Visions within 1000 units that is visible
Voidlings grow in size after 7 seconds, gaining 50% bonus attack damage and armor, and frenzy after 14 seconds, gaining 100% bonus attack speed.
Voidling Damage is 20+(5*lvl +100% of bonus AD) NEW: Voidlings now apply onhit effects to their target. Lifesteal only affects the voidlings HP. NEW: If the Voidlings Kill a Champion, Large or Epic Monster, their duration is refreshed.
Q: Ability Unchanged
W: Ability Unchanged
E: Malefic Visions:
FIXED: Voidlings will no longer twitch back and forth when selecting a target. Now fully prioritizes Units with Malefic Visions before targets of Malzahar's Auto attacks.
R: Summon the Void Passive: Malzahar's voidlings last 4/7/10 seconds longer, and undergo one more transformation gaining an additional 50% bonus attack damage and armor and another stack of Frenzy gaining an additional 100% attack speed. (This transformation occurs at the 21 second mark).
Active: Malzahar calls forth the void to "persuade" his foes of the inevitability of the void, opening a rift to the void calling forth Void Crawlers. Void Crawlers are large siege like Voidlings. Void Crawlers have 80+20*lvl (+2.0 Bonus AD) attack damage, slow targets by 20/30/40(+.1 AP)% for 2 seconds on each hit of their auto attacks, and have 600/900/1200 HP and have 75% of Malzahar's total MR and Armor. Malzahar summons 3/5/7 Void Walkers.
Void Walkers last for 15 seconds and undergo no transformations. Void Walkers prioritize Champions with Malefic Visions, Enemy champions Attacking Malzahar, then the Targets of Malzahar's Auto attacks. If none of these conditions are met, they simply seek out the nearest champion and begin attacking. If no champions are present, Large/Epic monsters, then structures, then minions. When a Void Walker Kills a Champion/Large or Epic Monster, All living Void Walkers have their duration refreshed. Void Walkers now continue to attack after Malzahar dies, Prioritizing Malzahar's Killer.
My idea for Malzahar is to emphasize Malz's Minions a bit more.
First up is a small tweak to his passive. Right now, when Malzahar dies with voidlings out, they don't do anything. they just stand their giving vision of the area. Now, if malefic visions is on a target with 1000 units of voidlings, they will now seek out and attempt to attack that target. This is more to help malz actually accomplish something even if it's helping prevent a minion wave push.
Next is a complete overhaul of his Ult. Malzahar is limited in his competitive power because of his Ult. His ult is so itemizably counterable, that in higher levels of play, Malz will never see the light of day unless there was something else he could use hit ult on similar to how Morde's ult was no longer ever used on Champions, but only on Dragon because it's conterability on champions through itemization.
Since QSS/Mercurial got buffed to be a viable Lifesteal Choice as a "3rd" item for ADCs, Malz has suffered largely.
My thoughts behind his new Ult. Malz's minions are pretty great, but they're squishy, don't often have the ability to actually get to a target unless locked down, and aren't that useful in teamfights other than to eat skill shots for Malz. Malz's New ult gives him a new type of voidlings that deal more damage than his base, last a shorter time, but have a potent slow. These new minions offer AP malz the potential for incredibly potent lockdown through powerful lasting slows that can keep a target locked down, while not making QSS a hard counter. AD malz still has much better objective control and pushing power, while AP malz has better teamfight.
However, the lack of hard CC from Malz's kit would be fairly jaring, and it is possible to replace his W with a different spell that would give a short duration snare if needed, but I feel the AoE tank Shredding is not a bad part of Malz's Kit.
This concept is mostly to spur conversation about what should be done with Malz's Ult to make him less countered by QSS/Mercurial