Karma's Old Identity on Hew New Kit (Healthy Compromise)
Since the rework was scrapped (thank God it was) it's time to move forward and give insight as to why it failed:
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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.
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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.
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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:
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Passive: That added some spice to her kit.
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Mantra Q - Healing.
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Mantra W - Ally mechanic.
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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:
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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).
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Mantra Q - Make it ground targetable, remove the damage on explosion, and make the explosion heal a flat amount.
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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.
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Mantra W Enemy Cast - Remove the heal on Mantra W enemy cast and give it either stronger CC or damage.
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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.
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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!