[KARMA] Karma Rework Idea

Frosted Tips·10/29/2018, 3:31:21 AM·1 votes·947 views

I want to focus on her yin and yang idea with having to way your options and choose the best one.

Passive: Karma's Resolve - Karma slows and hastes gain strength based one her permanent mana regen from items. Half as effective on haste.

5% for every 50% mana regen. So if her slow does 25% and you have 50% mana regen then you now slow for 30% this effect will cap at 200% mana regen or 20% slow and 10% haste increase.

This passive seems more support focused, but since Karma doesn't really have the best AP scalings I usually have and see atleast Ardent on Mid Karma everytime. So with just Ardent Karma would have the same slow as now. This is a primarily support focused change though.

Karma has two mantra versions of each mantra ability. Karma must choose the the Mantra type at the beginning of the game.

This part of Karma's passive will allow her to make a decision on what she wants to accomplish in this game in NJ particular. This will allow for more supportive support Karma and more damage AP Karma.

Q: Inner Flame - same as live, but slow reduced to 20% from 25%

Mantra Q 1: Same as live, but slow changed from 50%>45%

Just a precautionary nerf because of possible damage and cc that can be added to the kit.

Mantra Q 2: Mantra bonus damage is halved and any enemies hit buy to after explosion become brittle slow changed from 50%>45%

This change will give supportive Karma players a little less damage overall, but add some nice AoE utility.

W: Focused Resolve - Enemy cast is the same as live Ally cast - Karma and her target gain armor and magic resist. Scales with champion level 5-50 (lv1-lv18)

I think that this Ally tether allows Karma to be a bit more aggressive in lane and in skirmishes. I believe Karma is a mage that is supposed to move up with the team.

Mantra W 1: Enemy cast is the same as NeuroCats Ally cast - Karma and her ally gain 15% damage while tethered

This allows Karma and her Ally to be extremely aggrieved for a short duration. This will be used mostly in skirmishes in my head.

Mantra W 2: Enemy cast now slows the target by 15% and its root becomes a stun Ally cast - The healing is now split between Karma and her ally

Allows for Karma to hive a little bit more utility to her AD, but cost her some of her own.

E: Inspire - Same as NeuroCat's changes but reduce the haste by another 5%

Pretty self explanatory.

Mantra E 1: Bring back pre rework Shield Bomb so only one champion gets shielded

Karma needs true backline access and this is the best way to do that. This offers Mid Karma so much needed damage to those pesky marksman and other mages player on into the game.

Mantra E 2: NeuroCat's changes exactly.

Same reasoning NeuroCat gave.

R: Mantra - Keep the same

Just some side notes. I know the cooldowns would have to be changed and that the passive is the reason for that. I think that Mid Karma can't exist without the shield bomb or a very large change to her kit because she has no access to the backline because her Q can so easily be blocked. I think that these abilities would allow her to be played Mid and Support much more closely on an even playing field. What do you guys think?

Links:

https://boards.na.leagueoflegends.com/en/c/developer-corner/TkiBEVYV-karma-gameplay-change-preview

http://leagueoflegends.wikia.com/wiki/Karma/Abilities

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