User blog comment:ArtMaster7/Malevis the Void Disruptor/@comment-25235491-20151213162320/@comment-3391671-20151216045301

I propose increase the range and/or duration while decreasing the CC effectiveness for Q and E.

Q: This skill may be utility, but as Primus or PS may have said, it also proves to be more of a tool to annoy the F out of the enemy in lane, and most definitely later on at full rank.

E: "I made this ability hard to land, but rewarding because it is a powerful CC." Rewarding? Yes. Balance between rewarding and unrewarding? Not at all. As much it's good to make a CC-tool rewarding for letting it hit the mark, but this one is allowing Malevis a chance every 6 or so seconds to do this hit-or-miss game. I would propose a larger Aoe with a little longer cooldown. This might also mean that you have to chance her innate, since the longer cooldown would negate the passives comboing capability beyond the fourth or fifth stack.

But in the first place, it is an innate that had a bit of an ill setup. It rewards doing a 2 combo, but after that, the increased damage could be bypassed by going in bursts of the three primary abilities of Q->W->E->Q and add R whenever.