@Gameplay team, mentioning Karma in the 6.9 patch note/video doesn't change anything
With Athene's being changed to reflected a balance of offense/defense, being able to provide healing to your teamates, Hextech GLP offering an extra edge in kiting, or that half of the items now offer 10, 20% cdr and allow the fantasy of full CDR to happen, it still doesn't changes anything for Karma. Half of the Karma fan base still want her to be worked on following on whatever Ryze/Yorick rework, Updates, New Champions plans you have installed for the rest of the year.
If your hopes is making Karma stronger/fotm through items, then unfortunately, it doesn't work on knowledgeable Karma mains. For the rest of the fanbase, whose probably hyped about the changes and going about trying to "diversify" Karma even more by making AP Jungle Karma, Tank Karma even more possible, that's because they don't understand the serious problem that Karma is in. You can take off meta roles and call it diversity, take a group of buffs/tweaks and call it update, strip off what's unique of a champion's kit and call it game health/functionality, make odd, badly justified choices and call it Riot's gaming philosophy 101, you're not fooling the older players around.
Now that you've mentioned three factors to a champion's change, which are - Game Health, Distinction, Cohesiveness. Then, let's talk Riot language about why Karma doesn't fit in all 3.
**Game health ** Throwing down a 435+80%AP aoe Q instantly with 350+60%AP in the aftermath isn't fun. Having a shield with 60% move speed every 6-8 seconds isn't fun for your melees either. Snaring your opponents for 3.25 seconds, on top of 40% + (1% per 100AP) health healed isn't fair for those engaged in dueling either. Oh, and not forgetting 440 + 100%AP on a primary shield target and 220 + 50%AP on the rest of the team isn't exactly healthy by Riot's standards ain't it? Outside of that, none of these abilities rewards Karma properly for landing/using them, leaving players feeling half satisfied every time during the application of said abilities. Binary is another game health problem, in Karma's cases, its you either land them or you be useless for 24-40 seconds. See, simple. If it's game health we're talking about, Karma's values and ratios are far from acceptable in Riot's philosophy 101.
**Distinction ** Accentuating Karma is about putting her Mantra out there. Since we're now going to change/update every champion based on one single ability, then Mantra is the distinction in Karma's case. Does Mantra actually feel distinctive though? Not really, Q/RQ - AoE damage/More AoE Damage, W - Snare/More Snare time + single target heal, E/RE - Shield Haste/Ancient Coin wannabe, R - Click and use! So most of the time, I'm just using Mantra for the sake of it. How does Mantra seem distinctive in Karma's case? Well, you have to use it to put out stronger spells. Does Mantra make your spells feel distinctive though, no, not at all. Unlike Old Karma, each abilities had very clear distinction - when mantra-ed, they had the opposing effects of what the original ability carried - Q/RQ - AoE damage/Aoe Heal, W/RW - Sustained Haste/Slow - Damage!, E/RE - Shield/Shieldbomb! That's distinction. In her current kit, everything is the same as it is, Q becomes a ball of nuke, W is still a DoT tether with longer soft cc (heal not even such a iconic part of it), E is just bigger shield, what distinction is Mantra bringing? You went from creating Distinction to making almost everything in her kit bigger. That's not distinction, that's just plain high balling abilities with no unique effects.
Cohesiveness Karma was envisioned to be a spiritual figure and the leader of Ionia in her rework. Heck, I just realized yesterday that Karma was reimagined as Duchess of Ionia, even though she was only a figurehead for an Ionian resistance. I recalled Runaan and co wanting to make Karma badass by envisioning her more appropriately as a leader, but I had no idea they wanted her to be the leader. I understood that they wanted Karma to embody the spirit of Ionia, not make her Ionia itself. Regardless, Karma fells nothing like a Spiritual Leader, she doesn't feel powerful, instead she feels more reliant than her old self. I don't find myself playing a powerful spiritual leader in game, I find myself playing an overly versatile champion that loses her niche and identity with each gradual changes. I see nothing spiritual about her, I see very little of Twin Dragons, Mantle of Decorum or modesty, the last two which are iconic to Ionia's culture. Instead, I see a sexualized champion disguised under the reasoning of "Her aesthetics weren't clear, so we changed it and gave her this long garb that shows off her legs". Her passive Gathering Fire, speaks nothing about being spiritual, instead it feels like a champion charging something up. Why does a Spiritual Leader need to charge something, anything in fact? Her auto attacks feel so minor, no twin dragon there either. And lastly, her VO feels anything but a leader, a leader should be firm in her tone, but all I hear is forced conflict.
Okay, sorry. That's cohesiveness from an artistic/visual pov. What about Cohesiveness in gameplay? Do we see Karma fulfilling the Battle Mage/Enchanter that Riot set? Barely. If Karthus and Vladimir are prime example of Battle Mage, then Karma is not even living up to the role. Both Karthus and Vladimir excel at surviving if they dragged to low health, they have opportunities to create very very clutch plays/moments and Karma is far from that. Her clutch plays are basically repeated Q-castings, W and E, creating distance and praying mantra comes off cooldown even though Battle Mages are supposed to box it out, because hey, its a battle right? Enchantress? Barely feels like it , apart from E/RE, I don't feel myself enchanting people. The Old Karma felt more like an enchantress, I could heal/shield/haste someone. And also going to Gathering Fire in a gameplay, why do I need to buy back my pseudo-ultimate? Outside of Balance issue, the passive feels awful. A leader shouldn't exhaust herself so quickly, she's expected to be stronghold in the team, because she is the leader after all! What leader leads if they're only good for one use :S?
See Riot? You want players to express concerns in a Riot's language? I've done it in your words, Game Health, Cohesiveness, Distinction, or anything else in between. In fact, if I've missed any, it's only because your team of staffs rolling out the updates are not consistent with their words. Some call Game Health as Identity, Distinction/Cohesiveness as Thematic. So there.
Newer players may be fooled by your "updates" and changes. Like I said, give a few champions new visuals/models/particles/splash/buff and nerf numbers and call it a "big update", lack of dedication as lack of manpower. The players who are hyped about the MYMU only see the good stuffs and ignore the bad. Not to say that I'm not thrilled about MYMU, but half of the changes in MYMU could be averted if you played your cards well. Things like shifting focus of Mana regen to Mana for AP Mids, Mana regens for Supports could have been less of an issue for you. It all goes back to your concept of diversity, where instead of encouraging diversity through build paths and items, you encouraged diversity through champions, creating problems like Tank Ekko, Jungler/Tank Karma, Support Nautilus, Top Taric, Jungler Quinn/Graves etc.
TL;DR, the changes you've made in 6.9 won't change the way we think about Karma. Even after the patch rolls, the players who have been calling Riot to remember Karma will still do so. You're not fooling a portion of us. In time, one of you from the update team will say Karma is now functional and healthy, just like how it was said so months ago, it doesn't change a thing. There are still people who want her to be fixed, and an update is far from achieving the mark of game health, distinction and cohesiveness.