An idea for a Karma rework to solidify her identity
There's been a lot of talk on the boards about Karma recently, specifically that her rework was something of a failure (we all kind of knew that) and that her kit is bland. This is my idea to spice it up and bring home her identity. I would love to play this kit. (sorry if I offend any Karma fans, I know you two are important).
Passive: Duality With every basic ability, Karma alternates between Darkness and Light. While in Darkness, Karma's basic abilities only effect enemies, While in Light, Karma's basic abilities only effect allies (including herself). Casting a spell in Dark mode puts Karma in Light mode, and vice versa.
Mantra'd abilities affect both allies and enemies, and work regardless of Darkness and Light.
Q: Inner Flame Cost: 60 mana Cooldown: 7/6.5/6/5.5/5 seconds
Darkness: Karma fires a bolt of energy that explodes on contact with an enemy, dealing 80 / 125 / 170 / 215 / 260 (+ 60% AP) magic damage to all allies hit and slowing them by 25% for 2 seconds.
Light: Karma fires a bolt of energy that explodes on contact with an allied champion or minion, healing all allies hit for 20/35/50/65/90 + 6% (+1% per 100 AP) of their missing health. If Karma is within the explosion radius, she is healed as well.
Mantra: Soulflare Karma fires a bolt of energy that explodes on contact with the first champion hit. Enemies are dealt an additional 25 / 75 / 100 / 175 (+ 30% AP) magic damage, and allies are healed an additional 20/40/60/80 + 1 (.5% per 100 ap) health. After colliding with a champion or reaching its maximum range, Soulflare leaves behind a zone that slows all enemies inside by 50% and deals after 2 seconds, deals 50 / 150 / 250 / 350 (+ 50% AP) to enemy champions and heals allied champions for 25/100/150/200 + 6% (+1% per 100 ap) of their missing health.
W: Focused Resolve Cost: 50/55/60/65/70 mana Cooldown: 12 seconds Darkness: Karma forms a tether between her and an enemy champion, dealing 60 / 110 / 160 / 210 / 260 (+ 90% AP) magic damage over the duration and granting true sight of them. If the tether is not broken for 2 seconds, the enemy champion is snared for 1.2/1.4/1.6/1.8/2 seconds.
Light: Karma forms a bond between her and an allied champion for 2.5 seconds. While the bond is unbroken, Karma and her ally gain 10/12.5/15/17.5/20% total movespeed and 20/22/24/26/28% tenacity. Displacement effects that would pull either ally out of the bond instead deposit them at the outer range. An indicator is shown for the range of the bond.
Mantra: Reversal Karma channels for .75 seconds to form a bond between her and any champion within a 400 range, ally or enemy. Karma only gains the stats from one such bond.
E: Inspire Cost: 60/65/70/75/80 mana Cooldown: 10 seconds Darkness: Karma places volatile energy within an ally champion or minion that explodes outwards after .5 seconds, dealing 90 / 130 / 180 / 220 / 270 (+ 70% AP) damage to all enemies in a 500 range.
Light: Karma shields an ally, absorbing the next 90 / 130 / 180 / 220 / 270 (+ 70% AP) damage for 4 seconds.
Mantra: Additionally, Karma's hidden fans surround the target, causing the shield to grant 30/35/40/45% damage reduction while it holds, and fire an additional wave of damage out at 2 seconds, dealing 50% of the damage of the first wave.
R: Mantra Cost: No cost Cooldown: 45/43/41/40 seconds.
Karma empowers her next ability with perfect balance between light and darkness, allowing it to cause additional effects.
Goals: -Add more diverse gameplay that centers on the idea of finding balance. -Preserve Karma's ability to fit into almost any team comp, but make her generalization more about being able to adapt through gameplay instead of having super-general moves. -Bring back elements people missed (%of missing health heal, skill shot heal, shield bombing, fans in some way, shape or form). -Allow her kit to shine more in a support role, while preserving her ability to play solo lanes.
Notes: -Mantras are no longer reduced by spell casts (since that wasn't really interactive at all; it just encouraged you to do something you're already doing) making the cooldown significantly longer, and thus allowing them to be much more powerful. -Shield bombing is back, but in a different form: her E is always cast on allies, but half the time it does damage, half the time it shields. -Karma also has a skill-shot heal again, but you have to stand next to a minion or a champ to use it on yourself. -Solo-lane Karma would be interesting, has good waveclear through E but might struggle while in light form. I think it'd ultimately work well. -E is now a viable first-level option again, instead of being forced into always leveling Q. -Karma's W mantra-ult is like a much lower ranged morg ult, with less power, less damage, and less impact (snares instead of stuns, based on W levels which almost certainly would get leveled last), but with the added bonus of helping allies too. -%of missing health heal is back too, but takes finesse to use.
Over all, the kit is centered around balancing light and darkness, and finding enlightenment within.
Upvote and comment if you like it. Don't worry about the numbers, the idea is whats important here.