It's Time For a GU For Karma, Seriously! It's Been 7 Years Riot.

Winterkill··3 votes·1,588 views

It's been 7 years since this champion received a VGU and it didn't improve problems with her kit and identity in this game. We can all argue that Karma needs an actual VGU that addresses her art problems, which were honestly never fully conceptualized. When we have champions like Zilean, Mundo, Veiger, and Udry . . . . there is no comparison between them and Karma on who needs an art update first. Karma can wait on art updates, but what she cannot wait on is a gameplay update.

Wukong is receiving a gameplay update, Zac was reverted, and other champions are getting actual attention with their kits. It's been 7 long years and a lot of conversation around Karma's problems. The only rework for this champion in 7 years, was cancelled at the beginning of this year. The following problems were not addressed in the rework and have not been addressed since the VGU.

  1. A gameplay identity that is original to Karma and unique to the game.
  2. Unique abilities that allow Karma to shine in any role she is played.
  3. Each Mantra ability offering a unique use for herself and allies.
  4. An ally mechanic on Mantra W and the removal of Mantra E AOE shielding.
  5. Finally, a gameplay identity and kit that doesn't allow Karma support or mage to outshine the other.

We can argue back and fourth about this champion being played in the LCS and how bland she is. She's all of the above and her glaring problems are being showcased all over the place. There are champions who outclass her in the support, mid and top role. There are new champions that make her kit hard to manage and are more fun to play than Karma. Karma's abilities literally exist on two item actives, through out other champion kits, and have horrible functionality. If you want an example, like only one damage move that is blocked by minions and a Mantra W healing that is being abused in a role she shouldn't be. Let's also talk about the fact that Karma is either sitting in the backline and pressing Mantra E or pressing Mantra Q and hoping it lands on someone.

Suggestions:

Passive: Move current passive to R and grant Karma actual stacks of gathering fire that increases the strength of the next Mantra she casts. Reward Karma for playing aggressive towards enemies or supportive towards allies. Abilities used on allies or enemies grant a gathering fire stack.

Mantra Q - Lessen the range, make the ability ground target-table, increase the initial hit damage, remove the damage component of the explosion, replace the explosion damage with a flat heal that heals more with lower player health.

(Mantra Q was better with healing on it. The idea of changing the functionality, offering more utility, and increasing the initial damage hit addresses obvious problems with the ability itself. The ability being blocked by minions does offer counterplay and isn't as much of a problem as the fact that it has horrible functionally, the second tick of explosion damage is unreliable, doesn't offer clear skill expression other than damage, and missing the ability leaves you feeling like a Mantra charge was wasted. Giving Mantra Q the above will allow Karma to choose between using the ability for a quick heal on allies or damaging enemies.)

Mantra W Enemy Cast - Remove the heal from Mantra W and give the ability either stronger CC or damage.

Mantra W Ally Cast - Transfers abilities directed on tethered ally to Karma instead and vice versa. Like enemies casting a CC ability or summoner spell will be put on Karma instead. The same goes for shields and heals as well.

Mantra E - Absolutely remove mass AOE shielding. Why mass AOE shielding continues to take presedence over literally everything else that can be replaced with this ability, is extremely frustrating. Mass AOE shielding as well as a Mass AOE speed steroid exists way too much through-out the game and champion kits. Remove it for something that offers a damage component (not necessarily shield bomb but something unique for this champions so she is doing more with the shield other than sitting in the backline and pressing it.

R - Move current passive here.

Gameplay identity then would be a battlemage/enchanter that can be played in a setting that offers more skill expression to the Karma player. Use Mantra abilities to heal allies or damage enemies. Use Mantra abilities to protect allies from spells/abilities or offer heavy CC/damage instead. Use shields in a more unique way that isn't already in the game or on other champions kits.

===============

Karma needs and continues to need a GU. It's been 7 years and way too long. Ryze is getting ANOTHER GU while Karma mains and Karma fanatics still have problems with her kit. There are ways to improve the current kit while keeping the current kit still in tact. New Karma players are VERY reluctant to have their support champion changed . . . . but what new players have to understand is that she is being outclassed by current and new support champions in damage, peel, CC, and utility. Also, Karma previously had the identity of a battlemage/enchanter before the support role was even considered support. Her old kit had problems but the identity was never the problem. The Developer's work ethic and failure to bring back such a fun identity will always be the problem.

2 Comments

KidSpectre1 votes

Source on the Ryze GU claim?

Winterkill1 votes

More from Gameplay

More by Winterkill