Karma's Old Identity on Hew New Kit (Healthy Compromise)

Winterkill··19 votes·16,531 views

Since the rework was scrapped (thank God it was) it's time to move forward and give insight as to why it failed:

  • The rework didn't give Karma a gameplay identity, give her any unique gameplay elements, and failed to give a compromise between the three gemaply styles Riot Game Developers created: mage, tank and support.

  • Players wanted more of mage Karma in the rework and all the kit really got was another numbers buff and an ally mechanic that benefited the support role.

  • The art is still a massive let down. Everyone can see what Karma is supposed to look and function like in the Awakening cinematic, but in game she is just a character that does nothing and looks like nothing we see.


For Karma to ever be successful and liked by the divided community, she needs to have her old identity come back: Battlemage/Enchanter. With this identity Karma has the decent damage to be a mage, the minor gameplay to be played as a tank, and the interactions to function as a support. With Karma as a Battlemage/Enchanter it means she will be the best of all three gameplay styles Riot Game Developers created.

Karma old kit and identity had:

  • Passive: That added some spice to her kit.

  • Mantra Q - Healing.

  • Mantra W - Ally mechanic.

  • Mantra E - Damage.

Bring back that identity on the current Karma kit and she can become what she once was, but still retain the identity and kit that current Karma players like.


Proposal to the current kit:

  • Passive: Using basic abilities on enemies or allies gathers strength. When Karma is at full strength her next casted Mantra ability will be stronger (scales as she levels).

  • Mantra Q - Make it ground targetable, remove the damage on explosion, and make the explosion heal a flat amount.

  • Mantra W Ally Cast - Give the ability some sort of ally cast that mitigates damage off of the ally to Karma or even give her the ability to grant mana back to allies. She needs to have an ally interaction back on Mantra W. The rework version of this iteration was just too powerful and cooldowns didn't really belong on Karma.

  • Mantra W Enemy Cast - Remove the heal on Mantra W enemy cast and give it either stronger CC or damage.

  • Mantra E - Get rid of mass AOE shields. No one wants it and no one likes it. The vast majority of players been pretty vocal about removing this and replacing it with some sort of damage mechanic. Give Karma back her shield bomb. Give Karma shields that redirect damage back at an attacker. Do literally anything with damage and a shield and it will be more acceptable than the current Mantra E that already exists on two item actives.

  • R - Move current passive to here.

Make her scaling based off of what Karma builds. More AP means more damage on basic and Mantra abilities. More supportive items built means stronger heals, shields and mana regen given to allies. I SOLVED THE PROBLEMS WITH KARMA!

10 Comments

PhantomSpirit1018 votes

Fine with everything except

even give her the ability to grant mana back to allies

otherwise, good~

Flashes2 votes

{quoted}

Fine with everything except

otherwise, good~

S O R A K A S A Y S H E L L O

Nevrankroaton3 votes

I like AOE shield and I am not the only one. I am not saying it is healthy and it should obligatory stay but if you could avoid making generalisation because you are in this Karma sect playerbase where she should only be THIS and never THAT...

I love how EVERY "compromise" made by any vocal karma player of this sect is like "Okay so let's be calm and compromise and just put shield bomb".

Like it is litterally what you wanted to do. Shieldbomb, then your fantasy kit (%dmg reduction along with an AOE heal that also can damage + shield that also hurt... Seem healthy and not all over the place at all...).

ChaosLordMadis1 votes

{quoted}

I like AOE shield and I am not the only one. I am not saying it is healthy and it should obligatory stay but if you could avoid making generalisation because you are in this Karma sect playerbase where she should only be THIS and never THAT...

I love how EVERY "compromise" made by any vocal karma player of this sect is like "Okay so let's be calm and compromise and just put shield bomb".

Like it is litterally what you wanted to do. Shieldbomb, then your fantasy kit (%dmg reduction along with an AOE heal that also can damage + shield that also hurt... Seem healthy and not all over the place at all...).

I agreee with this. I mean I can not recall playing her before the rework I mean I wanted to get her before the rework becuase she was a support mage and thoes are my favorite supports to play (or I guess enchanters is what they call them ) but I have to sya her rq now is still pretty usefull. I have used it before to save my team or to disingage after a bad engage in the past. Like i said I do not remember her old kit but her curent kit is still at least to me fun to play and all her ablities have there uses..... though her stun can be a pain to use.

IxtaliKing2 votes

I agree with the general sentiment, but I think adding a heal back to RQ is a bit of a leap because of the implications for RW. The heal works well on RW, all it needs is to be castable on an ally.

Also, we should be able to have the AoE shield and damage. We had it before and it was fine.

Death by Glamour1 votes

Old Q

W similar to what you have suggested

that's all she needs

OT, part of the difficulty is that karma mains (myself included) cannot agree on where she should be played,. Most want her focused on support, some want her to be a primarily midlaner and an odd few want her as a toplanr

Glaricion1 votes

It isn't a vocaroo link of you screaming 'revert her already' for 5 minutes straight, but still some pretty good suggestions.

Switching heal from Q to a mantra-tether like Iceborn suggested might make her easier to balance, not sure.

NSFWaifus1 votes

Tbh Karma is still really strong just really rally boring. Prolly can't really be fixed so oof.

Hupsis1 votes

I like the passive suggestion where she gathers strength for her mantra with basic abilities. I would propose an addition to how her mantra consumed that power: the longer Karma holds her mantra state active (up to 5 seconds), the more strength she funnels into the empowered ability. This way optimal mantra usage would require planning ahead to get most out of it.

Quick mantra casts offer slight power bonuses to empowered abilities, while charged up / strengthened mantra casts offer huge power bonuses. "Waiting yields the most reward" but also gives opponents time to prepare. That's the trade off.

But I must still say that shield bomb would overlap with Karma's primary damage option, RQ. I'd prefer a unique defensive ability, such as a dome shaped shield which blocks projectiles in an aoe (but unlike windwall, could be destroyed).

Karfuss1 votes

Just give her a seamless transition between offensive and support capabilities. She IS called Karma after all, yet Lulu does it better.

I'd be content reworking her entirely, in a similar fashion to Kayn, where HOW she plays determines her form and augments those respective abilities.

This would fit in with her lore, where she can be one destructive force of nature and destroy an entire Noxian fleet in pure rage, yet is also in an internal power struggle with the former "Karma's" over how her powers should be used.

Does she decide to live in isolation like those before her, using her powers only to aid others, or does she double down on the "Ionia changes, and so must I" and reflect her war-ravaged homeland? That dichotomy should be reflected in her kit.

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