Karma's Gameplay Update: initial/tentative ideas for the inevitable.

Dreamhare·10/29/2019, 6:49:08 AM·20 votes·11,588 views

Nothing much to say about it, but Karma needs a gameplay update. She's too limited as a Champion and lacks tools to make her unique among other Champions. This is an initial thought I had the other day to try to not simply buff Karma, but expand and refine the experience of playing League's Spiritual Avatar. I tried to be fair to both main styles of Karma players (Support and Midlaner) while also respecting her history and what made her fans really love her. With these suggestions, minimal visual artwork would be necessary. Please, be respectful if you try to suggest/criticize it. Also, nevermind my WIP English. ~~~~~~~~ Dahra faces a never ending conflict within herself, trying to balance Karma’s enlightenment calling for peace and her own Ionian heart for action. That duality should be reflected somehow in-game, because that has always been Karma’s uniquenesses: the duality and the decision making. That being said, I personally think Karma’s abilities shouldn’t be totally replaced, but expanded, satisfying both sides of the current Karma community: Mid Mage Karma and Support Enchanter Karma. The Karma dedicated player will have to constantly deal with the burden of their decisions, so more than having unique abilities, effects or innovative CCs, the distinct gameplay will be based on these decisions.

Here’s my idea:

Karma can manifest two “inclinations” in-game, both slightly changing her Mantra’d abilities effects. However, even though each “inclination” has its own scalings and purposes to be used ingame, they will not be immutable, so you can toggle between the two Karma’s “instances/inclination” whenever you feel the urge to. It can sound like Kayn’s ability of transforming into two “different” Champions, but the way it works can be tuned to be unique, since this decision and duality things fits perfectly for Karma.

(Abilities names are suggestions/placeholders, of course)

P - Dual Ardor/Twin Dragons: Karma starts with her Ultimate ability, that can be double clicked to toggle between two instances/inclinations/paths: Dahra’s leadership (adds magenta hue to ability icons): Assumes a more combative instance that favors damaging/solo playing abilities. Mantras scales off of AP. Karma’s enlightenment (adds turquoise hue to ability icons): Assumes a more peaceful instance that favors supporting/non damaging abilities. Mantras scales off of Heal/Shield power.

Q - Inner Flame: Basically the same (but of course, needs to be dragged out of the recent non-sense nerfed state). RQ1 - (Dahra’s) Heart’s Flare: Basically the same --- Since I also suggested the AoE shieldbomb back to E, I see no reason to change the way it targets enemies. However, I could suggest that instead of a second blast/aftershock, enemies within the area suffer some kind of DoT burning effect (since it’s Karma’s main damage source and also a flame) and/or a “spirit hurting” effect (slowly deplete the enemies’ mana/energy/fury). RQ2 - (Karma’s) Soul’s Flare: Same, but instead of the extra upfront and the extra “aftershock” damage, afflicts enemies with the Disarmed CC (the scrapped CC from Irelia’s Ultimate). Preemptive tool against engages. No other Champion currently has Disarmed in their kits (+1 uniqueness) and still matches the pacifist tendency of this “inclination/instance”.

                      Here you’ll need to choose between delivering more damage to enemies while also proactively setting up an engage or protecting you allies from one.

W - Spiritual Bond (yeah, “Focused Resolve” sucks): Basically the same, but I’ll suggest NeuroCat’s casting animation reduction as a QoL buff. Also it needs to have an ally linking effect for the basic ability. This addition is way past overdue. I suggest some resistances (much like Braum’s [fixed or %]) for both while the tether is active. Each Mantra version of W is only castable on enemies or allies, depending on the instance/inclination you have active at the moment. RW1 - (Dahra’s) Resilience: Same, but ripped off of the unnecessary and unwanted “mega root” effect in trade for more damage on both ticks. Also, the self healing can scale off of AP instead of %missing health (I know Tank Karma is a thing for some people, but it’s not thematically cohesive and is somewhat frustrating to be played against). Final tick can/cannot be a splash damage. RW2 - (Karma’s) Faith: Heals the tethered ally for a fixed amount along its duration while giving even more resistances. It’s numbers can be tuned to not be OP, having a small AP scaling, like Nami’s W (favoring Shield/Heal% items).

                     Here you’ll need to choose between shutting down an enemy’s movement while healing yourself out of an offensive or trying to protect your highest priority ally from one.

E - Inspire: Same, but I would suggest some tunings for shield resistance and movement speed. Maybe the Shield could scale less with AP, while the Movement Speed could scale more with that stat. That way, AP Karmas would get OK/mediocre shields with higher movement speed while Heal/Shield Karmas would display more powerful shields with OK/mediocre movement speed buffs. RE1 - (Dahra’s) Defiance: Single Mega Shield with AoE damage (yes, we all want the Mid Mage Karma’s shield bomb back. It was signature, it involved decision making and can totally be a healthy spell, specially if scrapped of its AoE utility effects). Can be a delayed damage for reaction purposes. Ripped off of the current AoE effects though, ‘cause in this instance, you’re not really playing to effectively protect your team, but to damage the enemies. RE2 - (Karma’s) Guidance: Single Mega Shield with the well known “mini” AoE shields and movement speed buffs for nearby allies. No damage. Here I’ll suggest NeuroCat’s shield sharing system, in which the secondary shields’ power decays the more allies you have around the main target. Since the movement speed will only be truly expressive through AP scaling, you won’t get the effective engaging/disengaging tool when you try to apply your AoE shields.

R - Mantra: The same effect we all know right now, plus: RR - Paradigm Shift: Just like LB’s “Assassin Roster Rework” had an RR function with an internal cooldown, Karma’s Mantra can have one too to enable the “instances/inclinations” shifts. So, whenever you press R+Q/W/E you’ll have a kind of effect until you press RR, which will switch the added effects you’ll get the next time you use your Mantra. For consistency purposes, just like Kayn, you can only switch instances/inclinations at your base's fountain. The old passive Gathering Fire is really problematic too, either being too broken or non interactive with Karma's whole kit. Could be reformulated and moved to R's passive, but seems too over for me.

Of course, my main focus here is to propose an option for a middle ground way in which both Mid and Support Karma can still obtain the most of their beloved Champion: toggling instances similar to the one Kayn has. The RR functionality adds enough flexiblity (toned down by it’s internal cooldown) to also assume a more Supportive role when playing Mid or a more Carry’ish role when playing Support, whenever and if the player judges it necessary. I'm not even close to be a Game Dev, so I know it is full of flaws and maybe even some conflicts, but I wanted to show this idea of mine.

16 Comments

7thHeaven10/29/2019, 10:14:09 AM5 votes

Wall of text, didnt read

CaptainAntiHeroz10/29/2019, 1:06:36 PM4 votes

uh.... seems cool kinda bulky so i don't follow well but seems interesting, they should give Karma some wholesome meaningful changes

SilverSquid10/31/2019, 5:06:56 AM3 votes

Okay, sorry for taking my time. I usually try to inspect a whole kit before commenting on details, and yours is quite the challenge to be sure.

I once created a "double mantra" rework to her, where you could mantra abiltiies once or twice, bridging the gap between "adding utility" to spells, like older Karma did, and having an actual ultimate, by having twice the cooldown. People didn't react too well to it. I am surprised they did with yours, but as the recent survey seems to have shown, people are craving for flavour on Karma. And you do provide that quite elegantly. At some points I feel you are overdoing it in the name of flavour, but I will get to it.

Passive You don't mention it right away, but removing this passive is somewhat tricky. We don't want to alienate old fans, but get them on our side. I don't think it necessarily has to stay in its current form (judging by NCs rework this won't happen anyways), but an AA weaving or CD reducing aspect should possibly be kept. Otherwise I am really surprised you went with the "either you profit from shieldpower or AP" thingy, because in a recent iteration I proposed Karma to gain spelldamage based on her heal/shieldpower, to weld her different kits more closely together. Allow support items in midlane and/or keep her damage reasonable over the game when building support items... In your iteration I fear that the support/mage Karmas will be seperated by their builds again... which is fine, I suppose. But I do crave a Karma with a complete kit, no matter in what lane, and it feels like this could create non-choices based on your build again. Still more reasonable than today tho.

Q I think target accessability is key to reworking this ability, at least in the mantra'd form. I see you suggest a lot of... aggressive utility. I am surprised by how much I'd probably like a "%reduced damage dealt" debuff on enemies, as it would indeed fit Karma, but I tend to see her more of an Enchanter than a Disruptor, which is why I shy away from those effects. One sided disarms CAN be really brutal, even if it feels peaceful. It's like going after the defenseless, which is maybe something that you could dislike in terms of flavour.

W Adressing the weird healthscaling sound super necessary to me, so good choice. I personally tend to go for flat mantra based values + AP increased by 4% per 1% missing hp. This should keep it an "emergency heal" that doesn't get broken with tankstats. And yes, this makes of course the healing items more useful.

E I am intruiged by that MS and shielding seperation. I have no idea if that's necessary and/or good, but I must admit I haven't thought about it too much before. My quest is to unify the community and getting the playstyles closer together. Some flavourful difference between Karmabuilds could, however, make a lot of sense in that regard. But then again, I think it's hard to let it scale with shield items only, since it then requires decent base stats, which mage Karma would profit from too. RE Well and here is the best argument for your rework; this is the only way I have seen so far, to please everyone. I've gotten a bit rougher over the years, very often removing one aspect (currently I tend to remove the AoE shield because it tends to create toxic situations, that are not fun for Karma or her enemies), but this would span the gap between all Karma builds.

R Yeah, I am not a fan of this in general. You either make it fidgety in combat, or you don't allow it to switch at all, defeating the purpose of giving Karma the choices at all. As I said before, I fear it creates Offensive Karma and Defensive Karma instead of a cohesive one. It's like the opposite of my general design goal, to make her have BOTH options at all times, instead of being a spikey damage monster OR an uncounterable shieldbot, as she currently tends to become, depending on the build.

I think we share quite a few goals.... just not the stances thing. But a better Q, more interesting passive, more functional W, shieldbomb and reasonable stats are in my current rework iteration too.

Again, sorry for the delay. Talk to you soon!

Onomo10/29/2019, 1:24:24 PM3 votes

This is exactly what Karma should be like in league right now! The changes would definitely help Old and New Karma mains enjoy their champion.

Fini of Legend10/29/2019, 4:17:31 PM2 votes

The disarm sounds really good.

However the removal of % missing hp (if that is what you did) will have some conflict with Tankma, and also I personally like the heal as a sort of endurance or renewal rather than just giving someone hp. I'm not sure if Tankma should be impacted so heavily but admittedly I don't care much for it myself.

The mega shield + damage + reducing Mantra CD is questionable and may be a deal breaker. Also a delayed shield aoe bomb is sadly no longer unique because of Ivern, Kayle, and I suppose Neeko.

Otherwise, thanks for sharing this and R+R double paths may be the direction Rito should head, along with ally W and changes to her passive. Also disarm and probably removal of root.

FlameHalbrdOkido10/29/2019, 11:58:20 PM2 votes

Q - dont mess with resources a simple slow will work

Corvega10/31/2019, 3:39:28 AM1 votes

sounds like it's fucking overloaded