What S9 Taught Me about Karma
TL;DR I ponder about important developments for me and Karma last year and present a rework suggestion, to contribute instead of complaining. Skip to any part you find interesting. Or the whole thing if you don't like either Karma or reading.
I have been on the boards for roughly 5 years now. Playing the game since Season 2. But last year has taught me quite a lot about my favourite champion, Karma. What's probably most interesting is Riot's treatment:
Patching and Pushing Karma
9.6 - Bugfix
9.12 - Q buff (slow) and E buff (mana cost and haste duration)
9.13 - Revert on the E buff (haste)
9.14 - QoL buff for W (reveals)
9.15 - RE nerf (base and scaling)
9.16 - Bugfix
9.19 - Q nerf (ratio)
9.24 - E buff (base)
9.24 - Bugfix
This means, with 9 patches adressing her, S9 is actually tied with S7 for being the season she was adressed the most in. Which could be good - because she gets attention - but could also be bad - because she NEEDS this attention. More than that, however, it reveals how Riot thinks of her. With roughly half of the changes adressing her shielding and the other only increasing her utility while neutering her damage scaling, it's safe to say that Riot focuses on her support qualities. To me this runs contrary to what they once claimed when reworking her in S3.
"We like this direction and want to encourage you to boost both her offensive and support abilities by building AP. We also want to make sure she can hold her own as a solo or with a lane partner."
Karma's sololanes are currently mostly dead. Well, op.gg claims she is played 100% support and 11.2% in toplane, which makes as much sense as claiming her winrate is the 52nd of 51 champions in toplane. Which the site does too. Thanks op.gg, but maybe get some sleep!
In the meantime, let's look at what I missed the most in S9, the followup on what Riot started the season before:
The Promised Rework
In S8 Riot announced that Karma would get some love. RiotNeuroCat was tasked with finding out what we Karma players loved about our champion and doing what she could to improve upon the mess that is Karma. After having a great time on Discord and teasing a few ideas she had then and there, about 6 months later the rework was presented and... generally disliked. What happened? Well, there were 2 main objections to the rework:
- It mostly catered to support mains
- It added a new ally W function that the community felt was VERY off flavour
Some people even said the new W would rather fit Zilean, because it gave huge amounts of CDR to your ally. In the follow-up discussion NeuroCat also entrusted me with why shieldbomb wasn't reintroduced, as many had repeatedly requested:
"I tried to test the Shield Bomb a fair amount, and it actually played pretty well! It added more thought to the placement of the shield, given its positional requirements. However, at the end of the day, when we put the shield bomb with the AoE shields/MS, the proper tuning would make this ability feel pretty weak (and different configurations added complexity with little gain), so we needed to choose between Shield Bomb and AoE shields."
Personally I think that with tuning down her passive this could've been fine, but it still made me think whether a shieldbomb+AoE shield is even possible in the same alternate reality as Ardent Censer. Or whether those two can be seperated...
Either way, the rework was shelfed, NeuroCat moved to another project and then.... silence. For months. Nobody picked up the work NC had done, or informed us about what would happen. Until, one mild november day in S9, Meddler said this this:
"A problem we've noticed with champions who've had their playstyles change really substantially is that we end up with multiple potential audiences for those champions whose needs can end up being incompatible. Karma's a particularly good example of that..."
In the same thread he also said:
"At the very least I think it's important that our work on Aatrox doesn't introduce a third playstyle, splitting the audience further and making it harder to deliver for Aatrox players."
This tells me one thing: The risk for working on Karma is too high. At best you create a small but happy fanbase, at worst - and this is far more likely - you will get at least one of the 3 fanbases rage again. So... why work on her? But... would that mean that Karma was doomed to be a shieldbot in lategame and a cheese strat in other lanes? Because it's true, the community is very divided!
Turqoise Cake - No Topping
To check this, I created THIS survey and - LO AND BEHOLD - it seemed to prove that the community is about as divided as preschoolers about what color a chameleon has. People like incredibly different things about her. However, in all of those differing answers and subsequent discussions I noticed that all Karma players - no matter if old or new - are starving for one thing: flavour. As Meddler noted years ago, Karma is functional, but bland. She has no strong visual or gameplay theme, she does many things, but nothing special. Which is weird. Because her lore would grant so many starting points; a wise, enlightened leader, a torn mind between war and peace. Even the concept art, seen below, offered Karma as wielder of twin spirits/dragons that her kit could build upon.
Yet she feels like a very generic unleash mage throwing green blobs.
And nothing is better to throw your own fantasies at, than a clean slate, right?
But not everything is that bleak and confused. In another survey I asked, what direction her gameplay should go and it was waaaaay clearer. Overwhelmingly people chose the Battlemage and Enchanter classes. Which Riot in their 2016 subclass list claimed that she already IS, but I argue she has actually very little of each. Out of her whole kit, only her E is an enchanter spell and her RQ (her main damage spell) works more like an artillery-burst spell, putting her closer to champions like Zoe. Which is why the WIKI lists her as a burstmage. Even her heal is more befitting of a tank than a battlemage, due to its weird scaling. However, finally having a clear goal that the community mostly agrees on, focusing on sustained damage, survivability and enchanting should be our goal!
Ligma Karma... Don't Ask! Just Don't!
In the meantime I also tried to create a new kit. My goals clear in mind:
- Fix Current Karma's issues with Old Karma stuff; get the communities closer
- Give her depth, duality and karmic elements
- Create a battlemage/enchanter that can work in solo and duolanes
And while I was certain THIS was the time I could please everyone, as you can see by the votes, it went rather... okay. Not bad, but not enough to convince Riot that this is anything out of the ordinary. The kind criticism from dissatisfied fans was also rather clear:
- Mantra at lvl1 is a MUST
- People want Twindragons in her passive
- Linking champions with W is fun, but % damage amp/reduction can sneakily break the game
- Karma should feel more like a battlemage WHILE enchanting and vice versa
That's fair. So I took those comments to heart and went back to the drawing board. And after 2 months of reshuffling spell effects, failing to buy my christmas presents in time and pretending I like everyone at the party equally, even Steve who always farts and blames Michal's dog like we don't know, I ended up with this:
A Rework to Rule Them All... Hopefully
Numbers are ROUGH estimates!!! If you comment on values alone I will mail you my used and unwashed socks.
https://i.ibb.co/0qDKXvH/Karma-New-Passive-2-rotated-and-smaller.png
http://vignette1.wikia.nocookie.net/leagueoflegends/images/6/68/Gathering_Fire.png/revision/latest?cb=20130929122919 P - Twin Dragon’s Blessing
Karma has a secondary resource bar that indicates the power of either Twin Dragon. Both sides have up to 1/2/3/4 (mantra dependent) charges each. Upon hitting an enemy champion or a large monster with a basic attack, Karma consumes all full charges for an additional effect. This also reduces Mantra's cooldown by 3s plus an additional 2s for every expended charge beyond the first. Charges quickly decay out of combat.
Ouru – The Redeemer: Whenever Karma deals damage to enemy champions or large monsters with her abilities, she gains 1 redemption charge and half a charge for every target beyond the first, for passive procs and DoT ticks. When Karma unleashes Ouru’s power, she heals the nearby allied champion with the lowest hp for [10/20/30/40 (mantra dependent), +5%AP per redemption charge], increased by 1% for every 1% health the target is missing.
Boros – The Avenger: Whenever Karma shields or heals another allied champion with one of her active abilities, she gains 1 vengeance charge, and half of one for every target beyond the first, for passive procs and when affecting herself. When Karma unleashes Boros' power, her basic attack deals [20/40/60/80 (mantra dependent) +10%AP per vengeance charge] bonus magic damage, increased by 0.5% for every 1% health Karma is missing.
NOTE: Reduced overall cooldown reduction from passive. Kept incentive for basic attacks. Kept NeuroCat’s motto of fewer attacks but with more impact. Alternating passive should allow combos with base abilities. Spacing abilities and weaving properly should be rewarded, embracing a battlemage style of fighting&enchanting. Added sustain to make up for her needing to stay in range more.
http://vignette4.wikia.nocookie.net/leagueoflegends/images/a/ad/Inner_Flame.png/revision/latest?cb=20130929122920&format=webp Q - Inner Flame
Unchanged _NOTE: I could imagine this being 60%AP again, but since I added damage throughout her kit, it might not be necessary. _
http://vignette4.wikia.nocookie.net/leagueoflegends/images/4/45/Soulflare.png/revision/latest?cb=20130929122923&format=webp RQ - Duality of Dragons
The twin dragons travel to target location and spawn a zone, dealing Inner Flame’s damage plus 20/50/80/110 (+20%AP) bonus magic damage and slowing enemy champions within it by 50%. Allies within this area are healed by 20/40/60/80 (+20%AP), increased by 3% for every 1% health the target is missing. After 1.5s the area collapses, dealing 40/100/160/220 (+50%AP) magic damage and applying the same heal in the area again.
_NOTE: Initial damage slightly lower than today. Second damage significantly lower than today. Does not explode on collision. Can be dodged into. Slightly slower projectile speed than today. _
http://vignette1.wikia.nocookie.net/leagueoflegends/images/0/0c/Focused_Resolve.png/revision/latest?cb=20130929122918&format=webp W - Bond of Souls
Karma connects two targets of her choice for 2s. Enemy anchors take 20/35/50/65/80 (+30%AP) magic damage every second (3 ticks) and suffer the same slows as other enemy anchors. Allied anchors gain 6/12/18/24 (mantra dependent!) (+9%AP) bonus resistances and mirror shields & hastes on other allied anchors at half effectiveness. Tether’s that don’t link directly to Karma are 33% shorter and weaker. Tethered enemies are revealed. Allies that turn invisible break the tether.
NOTE: Damage only slightly lower than today (as long as tether links to Karma, otherwise significantly lower, but can then damage 2 targets). Root removed and replaced with resistances. Changed ticks from 2 to 3 for better passive interaction, less burst and more reward for enemies who break it quickly.
http://vignette2.wikia.nocookie.net/leagueoflegends/images/2/2a/Renewal.png/revision/latest?cb=20130929122922&format=webp RW - Soul Transcendence
Karma connects her target to 2/3/4/5 nearby targets, preferring champions>monsters>minions. Enemy anchors take 20/50/80/110 +20%AP bonus magic damage per tick.
NOTE: This effectively replaces today’s RE shield, if you use E on the main target. Works better on Karma as main target, since her tethers are longer.
http://vignette4.wikia.nocookie.net/leagueoflegends/images/c/c4/Inspire.png/revision/latest?cb=20130929122920&format=webp E - Inspire
Unchanged
http://vignette1.wikia.nocookie.net/leagueoflegends/images/4/40/Defiance.png/revision/latest?cb=20130929122917&format=webp RE - Dragon’s Defiance
The twindragons fly to target ally, shielding them for 60/140/220/300 (+50%AP) and hasting them by 50% for 1s. The shield and the haste are increased by 0-70%, based on the target’s missing hp (maxing out at 70% missing hp). After this1s the shield explodes, dealing magic damage equal to the initial shield strength in an area, and Inspire is applied to the initial target.
NOTE: Shieldbomb reintroduced with more room for counterplay. Added karmic target incentive. Added damage options for support Karma.
http://vignette3.wikia.nocookie.net/leagueoflegends/images/7/76/Mantra.png/revision/latest?cb=20130929122921&format=webp R - Mantra
Unchanged (maybe needs CD adaption due to new passive and shifted power) _NOTE: Every mantra adds some utility, deals similar damage now and has unique ways of applying it, making the ups and downs more interesting. _
It's Time for YOUR Thoughts
I am honestly convinced that this is the best common ground I can come up with to solve current Karma's lack of flavour, duality and undefined subclasses. I could probably talk for hours about every single ability and why I like it. But I am here to hear from you; do you feel like this is still lacking something? Would you want this in game? Do you have a rework of your own you deem more likely to succeed in getting all Karma fans on board?
After working on this for 2 months again I am thrilled to hear what you have to say! Anyways, thanks for reading!
SilverSquid
: This RQ is just
. Nonetheless it seems to be very fitting.
to lane again.