Tuesday, April 2, 2013

Malady: Thoughts, Upgrade Options, and a New Item



Malady: Thoughts, Upgrade Options, and a New Item

Malady is one of my favorite items in the game right now, as well as being one of the most unique.  The item however, falls into a very secluded niche (considered "acceptable" for 2-3 heroes) and lacks strength needed to hit that mid game power surge or the late game power of legendary tier items.  So here are a few thoughts on ways to tweak Malady, provide a potential upgrade to it, and create a new hero playstyle in the process.

Malady: The Current Version

Current problems.
+ Malady is an Auto Attack item designed to be used by AP damage champions, however very few AP damage champions are designed to rely on their Auto Attacks.
+ Malady lacks early game power compared to high AP items.  (AS being the second item AD carries go for)
+ Malady takes too long to stack as it is only on Auto Attacks (compared with Black Cleaver which is on any physical damage).
+ Malady has no synergy with any sort of sustain or survival, which is generally a necessary part, or at least an extremely useful part, of any build having reliance on Auto Attacks
+ Malady lacks the power of Legendary tier items when it comes to late game finishing touches.

Don't get me wrong, Malady has useful features: scaling damage, high penetration, great stat vs. cost efficiency.  The problem is that it fills a very niche pocket, lacking synergy with all but a small handful of champions as well as lacking synergy with other items/in builds and not being powerful enough in and of itself to be a late game purchase.

I've come up with a few options/tweaks to Malady that I think would benefit the item and make it desirable to a wider range of champions.  My focus on increasing the laning presence it offers while providing an upgrade to transition it into the later stages of the game.

Before getting into the tweaks, I just want to list a few of the champions that these ideas will be more geared towards.  Kayle, Teemo, Varus, Twisted Fate, Orianna, and maybe a few others that have slipped my mind, all have skills or passives that add magic damage to their auto attacks.  An improved Malady could allow for more of these heroes to have viable Auto Attack based builds.  Potentially, this could open up the standard ADC role to be played by an AP Auto Attack champion (both providing the needed sustained ranged damage role) and allow for more options in the other lanes, especially for AD casters.

Design Option 1: Simple Malady Tweaks and Upgrade

-------- Malady ---------
Dagger + Dagger + Amp Tome + Combine
400      +    400   +     435       +  800      = 2,035 Total Cost

Provides
- 20 AP, 35 AS
- Reduce MR by 4 on dealing magic damage, up to 6 stacks
- Deal 15 + .1 AP magic damage on hit, heals for the damage dealt (After MR reduction)

---------------- New Upgrade: Siphon ---------------
Malady + Amp Tome + Combine Cost
2,035    +      435       +    630       = 3,100 Total Cost

Provides
- 50 AP, 45 AS
- Reduce MR by 5 on dealing magic damage, up to 6 stacks.
- Deal 20 + .15 AP magic damage, heals for the damage dealt (After MR reduction)

Minor Variations
- Increase/Decrease AP/AS stats by 5-10
- Leave Passive at 15 + .1 AP magic damage
- Set the life leech to half the damage dealt
- Instead of leaching off of Malady's damage, could provide 10-20% leech off of all non-spell magic damage (on hit effects).

Purpose
- Provides a form of sustain/survivability on auto attacks that will scale with increasing AP, comparable to what an ADC gains from Bloodthirster or Blade of the Ruined King.
- Lowers the stats of Malady to compensate for this new feature while the upgrade provides greater stats to increase it's late game viability.
- Applying stacks on magic damage allows for more AP champs to make use of its penetration as it will be applied at a faster rate as well as from a potentially safer distance similar to Black Cleaver.


Design Option 2: Downgraded Malady + Hextech Revolver

----------  Malady ----------
Dagger + Amp Tome + Combine Cost
400      +     435        +    800      =    1,635 Total Cost

Provides
- 20 AS, 20 AP
- Reduce MR by 3 on dealing magic damage, up to 6 stacks
- Deal 5 + .1 AP magic damage.

-------- New Item: Siphon ---------
Malady + Hextech Revolver + Combine Cost
1,635   +        1,200           +  265        = 3,100 Total Cost

Provides
- 30 AS, 65 AP
- Reduce MR by 5 on dealing magic damage, up to 6 stacks
- Deal 20 + .15 AP magic damage, heal for the damage dealt

Minor Variations
- Increase/Decrease AP/AS stats by 5-10
- Leave Passive at 15 + .1 AP magic damage
- Set the life leech to half the damage dealt
- Instead of leaching off of Malady's damage, could provide 10-20% leech off of all non-spell magic damage (on hit effects).
- Keep the 12% spell vamp from Hextech Revolver

Problems
- Drops the 12% spell vamp, replacing it with the new heal.  (Item stats in LoL when upgrading are not lost or "morphed" into other stats)

Purpose
- Lowers the cost of Malady as well as what it provides to a first back purchase, along the lines of Stinger, Sheen, or Haunting Guise.
- Creates another, different option for Hextech Revolver to build into.
- Players can choose to pick up the sustain from Hextech or the auto attack potential of Malady.
- Upgrade provides a form of sustain/survivability on auto attacks that will scale with increasing AP, comparable to what an ADC gains from Bloodthirster or Blade of the Ruined King.
- Applying stacks on magic damage allows for more AP champs to make use of its penetration as it will be applied at a faster rate as well as from a potentially safer distance similar to Black Cleaver.


Option 3: Malady Downgrade + New Item - Sever

------------ Malady ------------
Dagger + Amp Tome + Combine Cost
400      +     435        +         400    = 1,235 Total Cost

Provides
- 25 AS, 20 AP
- Reduce MR by 4 on magic damage dealt, up to 6 stacks


----------- New Item:  Sever  -----------
Dagger + Blasting Wand + Combine Cost
400      +       860           +   500        = 1,760 Total Cost

Provides
- 15% AS, 40 AP
- Basic Attacks place a mark on target, on 3 stacks, deals 20 + .35 AP magic damage and heals for that amount.


--------- New Item:  Siphon ---------------
Malady + Sever + Combine Cost
1,235   + 1,760 +        405       = 3,300 Total Cost

Provides
- 50 AS, 60 AP
- Reduce MR by 5 on dealing magic damage, up to 6 stacks
- Deal 20 + .15 AP magic damage per hit and heal for that amount

Minor Variations
- Increase/Decrease AP/AS stats by 5-10
- Decrease the passive to 15 + .1 AP magic damage
- Leave the passive on third stack, but in increase the burst damage to roughly 60 + .45 AP magic damage.
- Set the life leech to half the damage dealt
- Instead of leaching off of Malady's damage, could provide 10-20% leech off of all non-spell magic damage (on hit effects).

Purpose
- Lowers the cost of Malady as well as what it provides to a first back purchase, along the lines of Stinger, Sheen, or Haunting Guise.
- Creates a new item to provide AP champions with a form of sustain outside of Hextech Revolver and increasing their Basic Attack potential.
- Players can choose to pick up the cheaper Malady for the penetration or the more expensive Sever for the sustain.
- Upgrade provides a form of sustain/survivability on auto attacks that will scale with increasing AP, comparable to what an ADC gains from Bloodthirster or Blade of the Ruined King.
- Applying stacks on magic damage allows for more AP champs to make use of its penetration as it will be applied at a faster rate as well as from a potentially safer distance similar to Black Cleaver.


Option 4: Option 1 and New Item: Sever

-----------  New Item: Sever -------------
Recurve Bow + Blasting Wand + Amp Tome + Combine Cost
950              +       860           +     435        +    800         = 3,045 Total Cost

or

Recurve Bow + Needlessly Large Rod  + Combine Cost
950              +        1600                    +       600  = 3,050 Total Cost

Provides
- 35 AS, 80 AP
- Basic Attacks place a mark on target, on 3 stacks, deals 25 + .45 AP magic damage and heals for that amount.

Minor Variations
- Malady from Option 1 would no longer heal, but the cost would decrease or the stats would go up.
- AS/AP could increase/decrease by 5-10
- Set the life leech to half the damage dealt
- Instead of leaching off of Sever's damage, could provide 10-20% leech off of all non-spell magic damage (on hit effects).

Purpose
- Provides 2 items for the viability of AP Auto Attack builds.
- Provides a form of sustain/survivability on auto attacks that will scale with increasing AP, comparable to what an ADC gains from Bloodthirster or Blade of the Ruined King.

Problems
- Having two scaling AP Auto Attack items might provide too much damage in comparison to your standard ADC, though there would be no Crit modifiers.


Summarizing

Well, these are my thoughts on upgrading/tweaking Malady.  Adding in a sustain feature to Malady would make it more enticing to a wider selection of champions as well as providing a backbone for new build opportunities and playstyles.  I'm certain there is a lot of tweaking that needs to be done, but I'm hoping the concept(s) are solid.