Karma needs Updated
So, everyone knows, Karma's current state is a joke. She's viable through versatility (like KhaZix, but he's in a worse state rn, imo) but not through power. She has sustain, poke, and burst, which allows her to at least go even in most lanes, but she can't seem to take that power much further. Yes, her R-Q has a 150% ratio (but 60% of it is situational!!) and her W is a root (to help get the second R-Q proc off) but it puts you in too much danger to be worth the extra damage a lot of the time.
On top of her damage being primarily in her Q (her W has like no damage), her W is hard to get off (and way too risky to get off), and her E is kinda meh. The buffs from her E don't last long enough to make it worth while, and the shield is outclassed significantly by Locket, an item a LOT of supports get (and saves using her Mantra).
That being said, her kit is very lackluster and while is kind of flows together, it really doesn't. R-W and R-E are far too situational and you end up using R-Q 80% of the time. Her burst is short-lived (1 ability, oh no!) and after that it's reduced back to poke. And while yes, her poke HURTS, you can always go for the TRUE mage support, Sona. She outclasses Karma in EVERY way (minus the shield, but the fact that the shield is combined with the heal makes up for it), functions and plays a lot smoother, and has an ultimate that is one of the greatest stuns (right behind amumu ult).
I LOVE her design, don't get me wrong, but it could be done a LOT better. Yes, she is in a significantly better state than pre-rework Karma (from what I've heard, I haven't played it personally) but she's still not good. She's underpowered and viable only through versatility (like Kayle but with less power and no ult). She needs changes, not a rework at all, just changes.
Her passive needs changed, it does not fit her lore at all, and if her ult gets changed, her passive won't work well with it at all. The passive stated in her ult could be her character passive, but I think it would be better as an ult passive. I think that she should get an active-passive (like Zileans passive) where she stores a % of the mana used around her (up to a cap, like Maokai's ult) and can use it to restore an allied target's mana by that flat value. The cap would have to be low, like Maokai's ult, or else it would be way too overpowered. Either that, or she could use it to drain for will (mana) of an enemy champion, but this would have to be an even lower cap. Passive has a second version, pretty self-explanatory, but lore-wise, it would be her drawing further from her inner will to gain more power.
Her Q is fine, it fits her lore, but the Mantra part could be done better. I think that instead of being a huge burst followed by a second smaller (but still big) burst, it should work more along the lines of a charge system. When she does R-Q, she can fire a second Q with the same power right after (basically if she R-Q's, the Q gets extra power and has an instant reset). This would fit better with the "The flame took the form of twin dragons, the symbol of Ionia itself." part of her lore. I've talked with FeralPony, they CANNOT update ANYTHING art-wise with Karma, but if they could, I'd totally say that'd be rad.
Her W needs changed, badly. It has NOTHING to do with lore and is honestly a really, really bad ability. It's like a point-and-click LeBlanc chains with a smaller leash range. Plus LB's chains are pretty darn easy to hit because of the trashy hitbox. I think it should be replaced with a short-lived (about 2/3 to 1/2 the duration of her R-E, stated below) AP and AD steroid for a target. If she uses R-W, it should be an AOE (like the R-E shield) and give everyone slightly more power (about 1.25 to 1.5x the power of the base steroid). This would fit with her lore and would act similar to Sona's Q (AD steroid, but instead of on one attack and AD only, it's timed and AP and AD. It would have to give less AD/AP than Sona's Q OR it could give percentages [LOWER THAN RABADONS YOU DO NOT NEED 3 RABADONS ON CASS]).
Her E fits her lore, and should be kept. It's actually pretty powerful, even without the damage. I think, however, instead of giving a speed buff, if you R-E it adds a passive similar to Janna's passive (tailwind) called "Into Battle". It would fit her lore PERFECTLY and would be the perfect entrance to a battle. It would make her the initiator/leader her lore says she is. The shield should also be less powerful but last longer if she uses R-E (or same power and just lasts longer).
Her R needs to be on a charge system, like the old one. It should have 2 charges on a moderate CD (to the point of it should get a 3rd charge by the time a team fight is near over if she uses an R-E to initiate).
VALUES
Passive: 5% of mana used around her, cap of 250 (if restoring ally mana) or cap of 150 (if draining enemy) [one or the other, passive shouldn't be able to do both]. 90, 120, or 150 second cooldown. Definitely don't scale it down as you level up, but maybe increase cap as you level up. ---- Cooldown: 90, 120, OR 150s. Not sure which would balance well, likely 120 or 150 though.
Passive (ver. 2): Add 5/10/15% Ability Power (lv1, lv7, lv13) scaling to each ability (not base ability power so would not help with turret taking nor would it raise spellblade damage)
Q: 80/125/170/215/260 (+60% Ability Power) ---- Cooldown: 7 / 6.5 / 6 / 5.5 / 5 R-Q: Add 40/60/80/100 (+20% Ability Power) to each bolt ---- Cooldown: 1s between bolts, add normal Q cooldown after both bolts fired. Timer between bolts same as current Mantra usage timer. (6 seconds)
Q (ver. 2): 80/125/170/215/260 (+50% Ability Power) ---- Cooldown: 7 / 6.5 / 6 / 5.5 / 5 R-Q (ver. 2): Add 40/60/80/100 (+20% Ability Power) to each bolt ---- Cooldown: 1s between bolts, add normal Q cooldown after both bolts fired. Timer between bolts same as current Mantra usage timer. (6 seconds)
/////Q retains same 25% slow, R-Q increases slow to 40% on each bolt. Same for both versions/////
W: 5/5/10/10/15% (+1% per 100 Ability Power) additional AD and AP ---- Duration: 3 / 4 / 4 / 5 / 5 ---- Cooldown: 15 R-W: Add 5% (+1% per 100 Ability Power) additional AD and AP
/////W with passive version 2 will function as if the additional % AP added to her AP. For example, if she has 700AP after Rabadons and all other items, her W will function as if she has 700 + (passive additional AP %), so at lv18 with 700 AP, it will count as 805AP, giving an additional 1%/////
E: 80 / 110 / 140 / 170 / 200 (+50% Ability Power) ---- Duration: 4 ---- Cooldown: 12 / 11 / 10 / 9 / 8 R-E: Add 40 / 60 / 80 / 100 to the shield and grant "Into Battle" giving a captains enchantment-like passive/buff of 20 / 30 / 40 / 50% bonus move speed. Stacks diminishingly with Captains/Tailwind (Janna passive)/On The Hunt (Sivir Ultimate). The "Into Battle" buff would be on the person who had the ability casted on them (current R-E "explodes" and gives people in radius of target R-E'd the shield as well. This would still apply, but the initial target gets the buff). The exploded shield would work exactly the same (original target gets bonus, AOE targets get base only) ---- Duration: 5s R-E also increases shield duration by 3s (or delays shield explosion until speed buff is over)
R: Adds new portions to abilities listed above. Stores 2 charges. Still levels up 4 times, start with level 1 at level 1. Cooldown/Charge Restore: 15s
If there are any other Karma mains who agree she needs an update, please comment here on what you think of my ideas! If you have any more, please let me know, as well! I WILL be forwarding this thread to FeralPony (I've been talking to him on ask.fm for a little bit, so your ideas could definitely get in the game!!) after posting, and hopefully he will keep up to date with this post. The passive part was my only issue thinking of, so I'm sure at least one of you can think of a better passive! Feedback is encouraged as are ideas of your own!
TL;DR: None. Read the whole thing. I didn't add much, if any, fluff to the thread, it is all important. The only portion skippable is the abilities/ratios/cooldowns/etc.