[KARMA] Gameplay Rework by InTheory
#[P] Determination
Any instance of ability damage marks opponents as […] for 3 seconds. At 3 stacks, the target is rooted for [1.0/1.25/1.5] (at levels [1/7/13) seconds but can’t be marked again for 12 seconds.
[Context: Old passive moved onto ultimate because it just makes sense. Ability to root targets moved to passive to increase ways to play around hard CC. Root duration increased but stays similar in combination with [RW] Even with 2 sources of AoE damage to apply her stacks to multiple targets, she still can only root one target due to her W being single target.]
#[Q] Inner Flame [multi target linear collision skillshot (cp. Lux Q)]
Karma fires spiritual energy into a targeted direction, detonating on the first two targets hit, dealing [60/100/140/180/220 + 45% AP] magic damage to them and surrounding units and slowing all targets hit by 25% for 1.5 seconds. Units can be hit by multiple damage instances but only get one stack of [PASSIVE].
#[RQ] Soul Flare
Inner Flame detonates on up to 3 targets and deals [20/60/100/140 + 15% AP] (scaling with ranks in [R]) bonus magic damage per instance and slows units hit by 50% for 1.5 seconds.
Inner Flame also sends out a wave of energy creating a lingering path for 1.5 seconds after which it deals [50/100/150/200 + 40% AP] to targets inside, which is decreased by 50% for units that were already hit by other damage instances of Inner Flame.
Splash radius decreased from 280 to 225. Lingering Path Width: 200 (up to change) Cooldowns: 9/8.8/8/7.5/7 (+2 at all ranks) Mana Costs: 60/65/70/75/80 (+10 at all ranks)
[Context: Increase backline access. Decrease upfront burst damage. Remain total damage against stacked up opponents. This identifies as her bread and butter ability for full AP builds.]
#[W] Focused Resolve [single target point’n’click]
Opponent cast: Karma binds herself to an opponent hero (or large monster), creating a tether between them for 2 seconds. The tether grants true sight on the target and deals [25/45/65/85/105 + 0.2 AP] magic damage initially and after every second as long as the tether persists.
Ally cast: Karma binds herself to an allied hero, creating a tether between them for 2 seconds, granting them both [4/8/12/16/20 + 5% AP] Ability Power for the duration.
#[RW] Renewal
Opponent cast: Focused Resolve applies damage instances every 0.5 seconds and restores health equal to [7.5% of her missing Health + 2.5% AP] per damage instance. If Focused Resolve procs [Passive] on the target, the root duration is increased by 50%.
Ally cast: Focused Resolve grants additional [6/10/14/18] Ability Power and heals the target for [40/60/80/100 + 10% AP + 10% bonus Health] after the duration if the tether is not being broken.
Cast Range: 625 (-50; still more than her basic attack range) Tether Range: 850 (-150 for power budget) Cooldowns: 12 (+0 at all ranks) Mana Costs: 60/65/70/75/80 (+10 at all ranks)
[Context: Ally cast is introduced for a mechanic added to [E]. [RW] can’t be spammed naturally on allies since it does not refund cooldown form [R]. Not using [W] on an opponent sacrifices the chance to proc the passive root. This is the bread and butter spell for tank builds and restores the original increased root duration.]
#[E] Inspire [single target point’n’click]
Karma shields herself or an allied hero for [60/90/120/150/180 + 30% AP] for 2.5 seconds, increasing their movement speed by 35/40/45/50/55% for the duration. If Inspireis cast on Karma or an ally while they are bound, the other side gains the full benefits as well.
#[RE] Defiance
Inspire shields for an additional [60/90/120/150 + 20% AP] and detonates after its duration or upon being broken, dealing [40/50/60/70% + (100% of your total Heal & Shield Power) of the total shield value] as magic damage to surrounding units.
[Context: Mass shielding has proved to be too hard to balance properly to a point where it is either way too oppressive or doesn’t feel like shielding at all. On top of that, the sheer existence of Locket+Shurelya’s should be enough tools for every enchanter that wants to mass shield and mass speed up their allies. Shield bomb is brought back to Karma and gives her another tool to play around her passive. AP ratios are decreased to prevent full AP Karma from shielding her ADC for 1000 damage. This is the bread and butter spell for support Karma that gets more out of Heal&Shield Power.]
#[R] Mantra Passive: Dealing damage to an opponent hero or large monster reduces the cooldown of Mantra by 1 second.
Active: Empowers Karma’s next basic ability within 6 seconds to be stronger and gain additional effects.
Cooldown: 45/40/35/30 (from 45/42/39/36)
Context: More area effects to reduce the cooldown, so the passive has a flat 1 second refund but a slightly lower cooldown on later levels to compensate. I ultimatively decided against a recharge system to preserve the meaningful choice of that one ability that you want to empower instead of empowering just all at once for extremely high power in a short window. Decreased time window to cast empowered abilities to gain a bit more for her power budget.]