User blog comment:Baristar/Suggested Champion Complete Overhaul, Malphite, the Dreadnought/@comment-3391671-20170626173813

An overhaul of, huh... well, I welcome the notion. He's on my mental list of "need a VGU" since his theme is a bit rusted and his kit needs a modernization. But "Dreadnought"? This caught my attention since the theme behind Malphite is a monolith, not a colossal ship in the water (have you looked up the word's definition?).

Onto the criticism:
 * As pointed out above, it seems like you are misusing the term of 'Dreadnought.' A dreadnought is one of two things: an overcoat used for winter or a large battleship, usually of a larger size than usual. I presume you took it up from the latter, but the term is best used on ships, not just anything that is humongous in size. In the first place, I do not think Malphite needs a title change, if you are not going to post a lore rework for him.
 * Onto the innate, The Living Mountain, I am first reminded of, one of my champion concepts. It's nice to see others trying to get a "more armor/health equal more resistance to being tossed around" kind of innate, but if I had to be blunt, the idea you came up with is not satisfactory, if not a poor execution overall. I would also complain about formatting or how the sentences are written, but that's something to be brushed up over time and is not related to the issue I find within the ability and the kit en general.
 * As KROLK states below, gaining permanently upon being  is enemy-comp reliant. While other champions have had similar issues, such as 's ult which used to rely on the enemy having high  to be the most effective, it is best not the repeat them just because others have the same issue. On top of that, having permanent  gain because of an enemy's application doesn't . Any gains of permanent stats in the game thus far (and should remain as so) are always done on the initiative of the champion themselves, by either on-kill or on-pick. The champion should not be lazy in gaining their own stats.
 * The second part of the ability is also plain since there is no interaction between the champion's choice of action and the buff they get. Because it's so passive, it needs a buff to be appreciated by the summoner, however for opponents, these buffs could be overdone. Instead, as I have done with Oonoki, make it something that needs to be worked for, not something that scales independently of any stat.
 * Seismic Trail: As pointed out by KROLK, again, the duration is absurd. Even if only at 30%, the duration of a slow should not climb that high.
 * I like the fact of how you did remove the Slow-stealing aspect of, as that was one of the items in 's kit that I was not fond of.
 * Seems like KROLK has the same thoughts as I do. That shield... No. No no no, and no. A physical damage version of the shield is not what I would like to find in any kit!
 * I find it that the ability should not just when there is terrain nearby. It should be a part of the kit, with the  being a reward if that knock back (probably 200 back) sends enemies into said terrain. I find it somewhat humorous to see an enemy be knocked towards the side because they stand next to the terrain, not the enemy being between a  and.
 * I like the name Landslide since it does seem like something that would be a part of the kit. Removing the dash from the ult seems to also be a good idea, since that ult... was just weirdly bad, although effective. Let's not forget, I just didn't like hearing going "Hurt" every time he came charging in.
 * You used the "pp" template for the range of this ability, Baristar.
 * I also don't find it necessary to have Malphite gain MS, when this ability is already a mobility tool. This is especially the case with the requirement being "hit enemy champions," as that makes it sound like you are trying to re-implement a way for Malphite to gain MS, since Q doesn't provide that anymore. I recommend adding a new effect instead.
 * The ult is a nice one, although there may be some overlap with other champions who shatter the earth, such as.
 * KROLK makes a good suggestion that wave intervals should not vary between long and short. I would recommend 0.75 seconds, since 1 is still too long imo. I would let the range increase by a flat distance, since I'm sure the radius is fixed (and it is missing).
 * For the damage and CC, I believe the damage and CC should be reduced by 50% after the first wave they are hit by. This way, if enemies enter on the last wave, they will be damaged for at least half the damage and knocked up for only 0.75 seconds. I also think the ability only needs the, and if an enemy is hit by more than one wave, they will only receive the damage for the waves after they are knocked up instead of floating an extra 0.75 seconds more. These would provide a smoother experience for both Malphite, his team and the enemies.
 * This is a personal though in regards of counterplay, but there could be a channel at the start (0.75 - 1 second). This gives an enemy a chance to disrupt Malphite before he becomes CC immune.
 * "Shatter Earth" sounds like simple English, and even if Malphite English isn't the best... I recommend the more proper "Earth Shatter."

Much were touched upon nicely, but surely as you can see, there were some questionable parts too.