@Balance Team: Another analysis on Karma + Suggestions :)

TNHA Baritone··20 votes·1,292 views

Right now, while Karma does have a small - but dedicated - player base, she's someone we've put on our radar as an opportunity to improve. Specifically, while Karma does a number of things well (mid-range poke, movement-based team engagement, solo lane dueling), she hasn't really been stand-out in any category for some time and hasn't been able to scale well as the game progresses. Up front: these changes aren't going to "fix" everything (honestly no change does that!) - we just wanted to highlight more of Karma's unique strengths (utility and control) while also giving her that lategame scaling potential (a ramped up cooldown refund on Gathering Fire and much stronger utility potential in R-W / R-E). While these changes do reduce some of Karma's dueling threat, it's important to note that we're not trying to commit her to a duo-support lane or a solo lane specifically - just that we're trying giving her access to an end game fantasy (there's a word we haven't heard in a while) and feel we can do it through her more distinctive powers. Quick note on removing the damage on Mantra'd W / E - a goal here was to differentiate Karma's contextual decision making when selecting an ability to Mantra (super root? mega shield?), so we went down that path. Additionally, removing damage on R-E means we can up the ante on Gathering Fire's cooldown reduction without seeing Karma throw out a Mantra'd E every 6 seconds in clumpy team fights.

-- Patch V5.10 Commentary


#My analysis of this:

Specifically, while Karma does a number of things well (mid-range poke, movement-based team engagement, solo lane dueling), she hasn't really been stand-out in any category for some time and hasn't been able to scale well as the game progresses.

This is...still true.

we just wanted to highlight more of Karma's unique strengths (utility and control) while also giving her that lategame scaling potential (a ramped up cooldown refund on Gathering Fire and much stronger utility potential in R-W / R-E).

First of all, what 'control' (we'll get back to this later in this section)? I find it ironic how you wanted to give Karma late-game scaling potential yet you ignore everything that makes Karma a mage. These changes ignore her mage potential and in doing so makes her utility overshadow her damage, thus creating a subpar mage and a subpar support. If you really wanted to give her late-game scaling potential, you'd have given Karma a better crowd-control spell. Currently, Karma's unique strength is not control. That simply is not true.

While these changes do reduce some of Karma's dueling threat, it's important to note that we're not trying to commit her to a duo-support lane or a solo lane specifically - just that we're trying giving her access to an end game fantasy (there's a word we haven't heard in a while) and feel we can do it through her more distinctive powers.

Maybe you guys don't know this, but buffing utility and ignoring damage is how you make a support (albeit Karma being a terrible peeler). You cannot give a champion like Karma an end game fantasy by making her a shield-bot. You can do this by giving her instant and stronger CC. Karma's kit is anything but distinctive. Her basic spells are basic and her Mantra amplifies the effects of these basic spells. I think her basic spells should be rather unique to the game so that Mantra'd effects don't overshadow each other or promote one-sidedness.

#My suggestion:

Riot you have 2 choices:

  • Make Karma into a DEDICATED mage: Less utility, more AOE, no more shield bot, real cc.

  • Doing this would give Karma the option to go into a duo lane, have a little utility for her ADC, but mainly be a damage-support (like Vel'koz, Zyra, and Brand)

  • Make Karma into a DEDICATED support: Less damage, no more shield bot, real peel (cc), unselfish spells (RW)

    • Doing this would give Karma the option to go into a solo lane, have early game damage that falls off but bring utility to her team later on (sorta like Lulu).

You will run into problems if you do any other variation other than the two listed above simply because the nature of Karma and your design philosophies. Quite frankly, I think the player-base would like the first option because we know what Mage Karma once was (pre-5.10). I'm tired of once knowing what Karma was, and seeing her in this way. Please QUIT over-buffing champions. It's not cool.

It seems like you guys just buffed her to band-aid her real problems and the effects are just catching up. Ryze is getting yet another rework meanwhile Karma mains have been waiting for a COMPLETE AND PROPER REWORK from since PATCH 3.5.


#TL;DR - Karma's shield was indeed overbuffed which promotes a playstyle that Karma was never supposed to have and I want Riot to give Karma direction. Make her a dedicated support who can solo lane or a dedicated mage who can duo lane (I'd prefer this) If you just read the TL;DR you will miss out on important points stated above.

EDIT: SilverSquid's Post also touches on a possible role for Karma to fill though, I doubt we could trust Riot to do it (especially after their beliefs on 5.10)

Probably one could go the Zarya route and allow her to deal more damage if she protected allies successfully. Could be nice.

38 Comments

SilverSquid9 votes

I share your beef with the 5.10 update. I still cringe when I read the patchnotes to this day.

However, I disagree with your suggestions. I think Karma could very well be a champion, that works in midlane AND botlane, as a close ranged enchanter/battlemage. Holding her ground against assasins in midlane and empowering allies in botlane. She could be an enchanter that works IN the battle instead of the backlines and possibly enable melees in botlane. That could shake up the meta nicely.

Also I disagree that she needs hard/instant CC to be a viable support. There is so much more a support can provide (mobility, buffing, debuffing, area control,...). I prefer her as a damage control mage, offering damage and defense. Probably one could go the Zarya route and allow her to deal more damage if she protected allies successfully. Could be nice.

Riot's Mistakes (imo)

  • 3.5 Making her a long ranged poke mage in addition to her other identities
  • 3.5 Removing the fanweapons without offering a proper replacement
  • 3.5 This was the first rework of this kind and the lack of resources and time shows. As Meddler admitted.
  • 5.10 Removing her most iconic ability (shieldbomb) for a numbers buff
  • 5.10 ruining the balance of her mantras by isolating the damage on one ability (now damage has to compete with utility, instead of damage&utility vs different damage&different utility)
  • After 5.10 Believing that repeatedly buffing the numbers of an allrounder would be a good idea.

#Suggestions

  • Reintroduce shieldbomb
  • Give her more decision making (make deciding between mantras more difficult)
  • Give her more decision making (allow ally function for W)
  • Remove this unbearable 3.25s root that nobody asked for and doesn't fit her kit anyways.
  • Remove tank scaling (%missinghp) and introduce values that work better in mage/support builds (flat heal, scaling with low hp)
  • Maybe adress the passive (giving her bonus magic damage on autos when mantra is off cd for example; deciding between mantra use or not becomes harder)

I feel like a broken record, but I won't stop doing that until Karma gets replaced by a less bland version. As such, I need to thank you, KarmaCatchesUp2U. You keep fighting for the champion I love. Even though I disagree on a lot, have my upvote!

TNHA Baritone1 votes

However, I disagree with your suggestions. I think Karma could very well be a champion, that works in midlane AND botlane, as a close ranged enchanter/battlemage. Holding her ground against assasins and support her team from within the battle, instead of the backlines. She could have uses in botlane, she could maybe even enable melees in botlane.

Well the thing is, I want Karma to be able to do this, but the way Riot is trying to make it work, isn't going well as we can see.

So I agree with you and all of your changes (though I veiled them so that I don't get down-voted into an obvlivion). I don't think we disagree on anything especially the belief that she doesn't need instant CC, I don't believe supports need instant CC but do you think Riot really are able to make it possible / viable based on their design philosophies?

When I said:

You will run into problems if you do any other variation other than the two listed above simply because the nature of Karma and your design philosophies.

I didn't mean that any other way is problematic for Karma, I meant for Riot.

I just don't think Riot can handle the task of doing something that complex. I mean...look at them, they could barely rework her much less give her a shield-animation.

Quite frankly, I just listed the easy way out, the way that Riot wont fck Karma up anymore (which ironically can be viewed as another band-aid but at least it would be better than right now).

IxtaliKing2 votes

I just don't think Riot can handle the task of doing something that complex. I mean...look at them, they could barely rework her much less give her a shield-animation.

Of course they can. Riot can do anything when they give a ****, ask Ryze. The trick is, how to make them care about Karma. We don't even see her in the Lore when they write about Ionia, and shes the Duchess ffs.

SilverSquid3 votes

Of course they can. Riot can do anything when they give a **, ask Ryze.

Pretty much ^this^. I love the new Poppy, Sion, Ashe, Ryze, Taric, most of the ADC changes, ... there is so much good coming out of Riot, especially lately, but it just didn't happen to land on Karma yet. I don't want to agree on a simple, but dissatisfying solution. I don't want to make the same mistake as Riot did and take the easy way out. I want a real, fleshed out kit instead of a unimaginative-bandaid-fix. I still believe in Riot and they are by far my favourite game designers. We just need to get them to understand Karma, her problems and her potential.

But as you pointed out, I think we agree on an awful lot outside of this post :)

IxtaliKing1 votes

It's true, they've done so many excellent reworks in the past year or so.

TNHA Baritone1 votes

I guess its because the fan-base isn't as large? Or maybe we are not bringing in enough money?

I can see no other reason to ignoring a champion.

IxtaliKing1 votes

Yeah her actual fan-base is quite small, if they hadn't half-assed and shafted her so many years it would probably be a lot larger.

TNHA Baritone1 votes

Then again, look at Cass mains, they complained for a good couple months....meanwhile we on what? Year 2?

IxtaliKing1 votes

To be fair, I think Cass mains were complaining for quite some time too before her rework in the mage update.

TNHA Baritone1 votes

At least she was included in the Mage Update. I feel like Riot put the word "Immobile" in front of it just so they could ignore other champions.

IxtaliKing1 votes

Lol yeah I felt like she was conned out of it too. I must admit I wanted to throw up when Meddler said Enchanter was her closest overall fit...

TNHA Baritone1 votes

Well..I threw up a very vulgar post about Meddler and ricklessabandon and got banned from the boards for 1 day for it LOL

I was pissed. I never thought that the decisions on Riot could ever make me THAT mad.

IxtaliKing1 votes

I saw it, that was harsh lmao

TNHA Baritone1 votes

:( I hope you dont think less of me

I was REALLY tilted.

IxtaliKing1 votes

Not at all, it's passion. Not towards Meddler, but to Rickless because he doesn't seem to listen or care.

TNHA Baritone1 votes

Haha XD Oh gosh.

I actually almost cried that day. It made me understand how much Karma means to me.

IxtaliKing1 votes

Loool aw :(

TNHA Baritone1 votes

Welp...they arent going 2 c this post.

SilverSquid2 votes

CHANGES TO MAGES IN THE PAST FEW MONTHS

"BIG" CHANGES (6) Cassiopeia Vladimir Velkoz Brand Zyra Malzahar

"SMALL" CHANGES (10) Annie Swain Syndra Anivia Ziggs Xerath Veigar Kennen Viktor Fiddlesticks

NO CHANGES (11) Azir Lux Heimerdinger Karma Orianna Lissandra Elise TwistedFate Morgana Karthus Ahri

RECENT RELEASES (3) AurelionSol Taliyah Ryze

Summed up this means 19/30 mages got changed in the last half a year or so. You may very well try to explain to me how Heimer, Karthus, Lux and Karma DO NOT count as "Immobile Mages", whereas Fiddle, Ziggs and Kennen DO.

IxtaliKing2 votes

Exactly, Fiddle can fully teleport over walls with his ult... immobile lol

TNHA Baritone2 votes

Doesn't Viktor get a speedboost when he Q's? Can't Ziggs do a gap close with his W?

My biggest question; Why Immobile mages?

IxtaliKing1 votes

Yep, that's why to phase Karma out they said "damage focused mages" after.. lol

SilverSquid2 votes

Overlapping identities. All the mobile and support mages have very different playstyles, whereas the reworked mages usually just have the goal "do ya damage bro and is fine"

SilverSquid5 votes

The problem is Karma is balanced. She is not a threat to the meta. Whenever she is problematic, something else is more problematic. Riot is running in circles constantly fixing the biggest holes they can find or fix quickly/efficiently. Karma is an ugly crack that constantly drops due to hasty fixing, but is never as problematic as the things that keep Riot running.

Eventually it's something that needs fixing. They do not actively ignore it. They are just distracted by the bigger holes.

EDIT: My biggest (cynical) hopes were, that Karma's blandness would wash over LCS and force them to adress it. I don't know if it worked. 6.16 will show.

TNHA Baritone1 votes

Well...she's definitely gotten attention.

Maybe someone should play Karma top in LCS and show them what percentage missing hp healing is.

ZapMyHeart2 votes

{quoted}

I share your beef with the 5.10 update. I still cringe when I read the patchnotes to this day.

However, I disagree with your suggestions. I think Karma could very well be a champion, that works in midlane AND botlane, as a close ranged enchanter/battlemage. Holding her ground against assasins in midlane and empowering allies in botlane. She could be an enchanter that works IN the battle instead of the backlines and possibly enable melees in botlane. That could shake up the meta nicely.

Also I disagree that she needs hard/instant CC to be a viable support. There is so much more a support can provide (mobility, buffing, debuffing, area control,...). I prefer her as a damage control mage, offering damage and defense. Probably one could go the Zarya route and allow her to deal more damage if she protected allies successfully. Could be nice.

Riot's Mistakes (imo)

  • 3.5 Making her a long ranged poke mage in addition to her other identities
  • 3.5 Removing the fanweapons without offering a proper replacement
  • 3.5 This was the first rework of this kind and the lack of resources and time shows. As Meddler admitted.
  • 5.10 Removing her most iconic ability (shieldbomb) for a numbers buff
  • 5.10 ruining the balance of her mantras by isolating the damage on one ability (now damage has to compete with utility, instead of damage&utility vs different damage&different utility)
  • After 5.10 Believing that repeatedly buffing the numbers of an allrounder would be a good idea.

#Suggestions

  • Reintroduce shieldbomb
  • Give her more decision making (make deciding between mantras more difficult)
  • Give her more decision making (allow ally function for W)
  • Remove this unbearable 3.25s root that nobody asked for and doesn't fit her kit anyways.
  • Remove tank scaling (%missinghp) and introduce values that work better in mage/support builds (flat heal, scaling with low hp)
  • Maybe adress the passive (giving her bonus magic damage on autos when mantra is off cd for example; deciding between mantra use or not becomes harder)

I feel like a broken record, but I won't stop doing that until Karma gets replaced by a less bland version. As such, I need to thank you, KarmaCatchesUp2U. You keep fighting for the champion I love. Even though I disagree on a lot, have my upvote!

I feel like in order for them to make Karma work, they need to go back to her roots: Midrange burstish caster that has high risk, high reward plays with utility that encouraged team to continue fighting. At the moment, Karma is pulled in so many directions that they can't even make up their minds about her.

Issues with her identity: A) Long range poke caster -> Main damage source is heavily restricted due to the mechanic B) Wants her to be more support -> Reduced damage options, but at the same time, didn't increase variety in utility C) Less reliance on Mantra -> Watered down Mantra abilities -> But wants faster Mantra... D) Reduced interaction with her team via only E/RE being the sole ability used on teammates


Sample kit rework: I combined aspects of her old with her new, with emphasis on making Mantra stronger, while reducing her normal abilities in order to give players choices on how to use her. RQ for bulky/CC heavy enemies. RW if your team doesn't have enough CC/enemy team has too much mobility. RE for bot lane or to chase. I removed her poking aspects, as well as made her mid-ranged, forcing her to get closer to her enemies if she wants to be aggressive (as she originally was). I reduced the troublesome aspects that Riot mentioned for Old Karma's passive/Shield bomb/RQ heal. I also wanted to incorporate her dragon theme in the kit (devastate enemies, but cleanses allies in the flames).

Passive (Mindfulness): When using an Mantra ability, Karma gains 5/7.5/10% of HP/MP (based on her current level).

Q (Tumultuous Wave): Karma fires chi-embued winds to damage enemies in front of her (mid-size AoE cone) .....RQ (Dragon's Breath): Karma calls upon the dragon god's power. Channels fire through her fans, inflicting Q damage + additional damage based on %health she has left to enemies in an AoE cone, while helping allies that are in the cone. [Shreds %AR/MR for enemy champions, Heals ally champions via ticking heal and reduces any existing negative CC by 0.25s.../1.25s max]

W (Discipline): Single tether that tick damages + slow effect over 2s, giving true sight. Breaking leash refreshes slow effect for half the normal duration. ......RW (Focused Resolve): Changes skill into an AoE indicator, tethering all enemies affected, with increased slow effect + silence for 2s. If enemies break leash range, they become rooted for 1s.

E (Confidence): Shield for 4s ......RE (Inspire): Shield + 15/20/25/30/35% MS boost (4s) + Shield Bomb. If placed on ally, Karma gets a shield as well, but only gains 30/35/40/45/50% of shield/MS boost effect. If shield is depleted, gain 1s CC immunity and % damage reduction . Enemies can only be affected by one Shield Bomb. Minions cannot be targeted by RE.

R: Mantra (1 charge) ->Passive: AA, abilities, and champion kills or assists reduces Mantra cooldown by 1/1.5/2s. ->Active: Empowers 1 of her 3 other abilities with an additional effect. Active charge lasts for up to 5s before going on cooldown.

SilverSquid2 votes

Dude, you need your own post for that, lol. This will get burried in the comments.

I feel like in order for them to make Karma work, they need to go back to her roots: Midrange burstish caster that has high risk, high reward plays with utility that encouraged team to continue fighting. At the moment, Karma is pulled in so many directions that they can't even make up their minds about her.

Issues with her identity: A) Long range poke caster -> Main damage source is heavily restricted due to the mechanic B) Wants her to be more support -> Reduced damage options, but at the same time, didn't increase variety in utility C) Less reliance on Mantra -> Watered down Mantra abilities -> But wants faster Mantra... D) Reduced interaction with her team via only E/RE being the sole ability used on teammates

I don't remember ever agreeing with a stranger that much. That's spot on, man!

However, to your suggestion; I like the thematic approach and there is a lot of gold in there. Especially cleansing fire sounds thrilling! What I dislike is the blunt reversion to Old Karma (mechanics). I would like Karma to progress, instead of regressing. What I mean by that is, that I miss ways of combining those skills in meaningful ways (outside of +mantra) and it also seems to lack counterplay, as far as I've seen.

Overall it's surely one of the better rework suggestions on this forum, but I wouldn't want it to be made (in this form). That being said, please don't feel discouraged to continue thinking up awesome suggestions. Who knows, some of them might stick eventually :). Also I do remember making smaller-scale reworks with maybe equal or less amounts of counterplay about a year ago. It's all about growing yourself and contributing to the community! Thank you for doing that!

ZapMyHeart1 votes

{quoted}

Dude, you need your own post for that, lol. This will get burried in the comments. A) Long range poke caster -> Main damage source is heavily restricted due to the mechanic B) Wants her to be more support -> Reduced damage options, but at the same time, didn't increase variety in utility C) Less reliance on Mantra -> Watered down Mantra abilities -> But wants faster Mantra... D) Reduced interaction with her team via only E/RE being the sole ability used on teammates_

I don't remember ever agreeing with a stranger that much. That's spot on, man!

However, to your suggestion; I like the thematic approach and there is a lot of gold in there. Especially cleansing fire sounds thrilling! What I dislike is the blunt reversion to Old Karma (mechanics). I would like Karma to progress, instead of regressing. What I mean by that is, that I miss ways of combining those skills in meaningful ways (outside of +mantra) and it also seems to lack counterplay, as far as I've seen.

Overall it's surely one of the better rework suggestions on this forum, but I wouldn't want it to be made (in this form). That being said, please don't feel discouraged to continue thinking up awesome suggestions. Who knows, some of them might stick eventually :). Also I do remember making smaller-scale reworks with maybe equal or less amounts of counterplay about a year ago. It's all about growing yourself and contributing to the community! Thank you for doing that!

Unfortunately, Riot doesn't care too much about Karma. If they cared, they wouldn't handle the rework the way they did or mess around her current kit like they are doing now. If they are open, they need to actually get feedback from real players (old and new alike), rather than pass it to staff that doesn't play her or unable to see the unique challenges/opportunities that Mantra presents.

Counterplay is always an issue with Karma's kit: Old Karma's counterplay was preventing her from reaching late game. Current Karma's counterplay is waiting for her to fall off in late game.

Unfortunately, the issue with Karma is that she cannot have everything (CC, long range, lots of damage, survivability, mobility, team utility), which her current kit is trying to force her to do, resulting in a mess of disorganized skills.

Choose: ...A) You want her normal abilities to have a lot of oomph -> She cannot have an impactful Mantra or ...B) You want to have a more stronger Mantra -> She has to have normal abilities that aren't too loaded

Then choose: ...C) You want her to be long range -> She has to have a skillshot/have higher difficulty in landing ...C) You want her to be able to die -> She can't have too much survivability tools or ...D) You want her to be short range -> She can't have access to easy mobility ...D) You want her to be able to duel -> She has to have survivability

Finally choose: ...E) You want her to do a lot of damage -> She cannot have a ton of utility or ...You want her to have a good utility -> She cannot have a lot of damage

Basically, if you want to give her strength in one area, the opposite has to be downplayed in order to create balance.

Riot can play around with her Mantra and instead of just empowering one ability, her R basically gives her a time duration, where all her abilities gain access to Mantra, but I'm not sure if that would be too overpowered or not.

SilverSquid1 votes

Unfortunately, Riot doesn't care too much about Karma. If they cared, they wouldn't handle the rework the way they did or mess around her current kit like they are doing now.

I think they do care, but they just care less than other more dramatic things (like yorick, ww, urgot or things that are broken right now). The rework was.... well, let me just quote Meddler on this "That prompted a rework which, overall, hasn't been particularly successful. It was done at a time when we didn't have a dedicated team for rewoks and frankly it shows in her kit." The second problem was, that Ricklessabandon was allowed to touch her in the meantime (5.10), and he has a really bad grasp on what champions are about.

Counterplay is always an issue with Karma's kit: Old Karma's counterplay was preventing her from reaching late game. Current Karma's counterplay is waiting for her to fall off in late game.

Yeah, that's why I want it done right for once :-/

Unfortunately, the issue with Karma is that she cannot have everything (CC, long range, lots of damage, survivability, mobility, team utility), which her current kit is trying to force her to do, resulting in a mess of disorganized skills.

I was and AM against the addition of CC and long range to her kit. It was a mistake in 3.5 to add it, and it was a mistake in 5.10 to ENHANCE it. E.g. making RQ her only damage combo and RW that unneeded super-root.

...B) You want to have a more stronger Mantra -> She has to have normal abilities that aren't too loaded

It's not that much about "stronger/weaker", but about being more unique, interesting and harder to choose from.

...C) You want her to be long range -> She has to have a skillshot/have higher difficulty in landing

I think her RQ is hampered enough already, thank you. But I would prefer it to be easier to hit at close range and harder to hit at long range.

...D) You want her to be short range -> She can't have access to easy mobility

Wait, what? Shouldn't a short ranged mage have MORE mobility? Because they need to have tools to get in and out of range?

...You want her to have a good utility -> She cannot have a lot of damage

I think there is more to it. Utility, defense, damage, mobility, safety, outplay potential need all to be weighed against each other. It's not one necessarily impacting "the opposite", but the power has to leave somewhere. I am perfectly fine with Karma NOT being at the top of the damage curve, but I think "more utility than midlaners" and "more damage than botlaners" is kind of her niche.

Riot can play around with her Mantra and instead of just empowering one ability, her R basically gives her a time duration, where all her abilities gain access to Mantra, but I'm not sure if that would be too overpowered or not.

Interesting thought. I have a feeling that this would make her too much of a one-hit-wonder or button-smash-karma, but I would like to think about it some more.

ZapMyHeart1 votes

{quoted}

Wait, what? Shouldn't a short ranged mage have MORE mobility? Because they need to have tools to get in and out of range?

Short ranged mages would have the luxury of deleting multiple enemies due to their mage nature (e.g. AoEs), which is why their mobility has to be limited, unlike assassins, who are (usually) single target only. Short ranged mages all share this problem: Annie, Cass, Anivia, Malz, Ryze (pre-rework). Those with higher mobility usually lose out on other stuff (e.g. Lissandra). If you give Karma high mobility, then her damage or utility would have to be reduced. Unless you turn her into a magical assassin (Kat) or a fighter (Diana). Or else she becomes a toxic mess like Lulu or Sona.

I think there is more to it. Utility, defense, damage, mobility, safety, outplay potential need all to be weighed against each other. It's not one necessarily impacting "the opposite", but the power has to leave somewhere.

As I mentioned in my previous posts, Riot wants Karma to have everything, which is not feasible in the long run. Something has to be given up because Karma is her own worst enemy, due to all the stuff in her kit, which Riot subsequently limits her from becoming broken.

While I'm not advocating her old kit back, it did mesh well because she excelled in protecting her allies and dealing a good chunk of damage, at the cost of not much CC or chase potential.

For Karma to succeed, they need to find a "main role" for her, with secondary qualities added to her because they tried the "jack-of-all trades" approach and it simply isn't working. As she was originally a mage first and a support second, I would suggest them to pick that route, rather than force her into the support role without giving her a ton of utility at the cost of more burst damage. Personally, I could see Karma as a magical fighter, where she shed off the diplomatic tactician approach and is now using her powers to become front and center, diving into the enemies and punching their lights out.

Sample kit~

Passive (Righteous Path): AA and ability damage on enemy champions reduces CD of Mantra by 1/1.5/2s. Ally deaths around Karma reduces CD of Mantra by twice the amount.

Q (Turmoil): Karma fires a mid range chi skillshot, shredding %AR/MR for 1.5s ....RQ (Dragon's Breath): Calls upon the fire dragon to channel its fire breath. Karma uses her fans to fire a mid-range cone of energy, shredding %AR/MR for 3s and cleansing all allies of CC. Enemies are inflicted with Dragon Scorch for 3s, reducing all healing by 75% (not stackable with similar status effects). ....RWQ (Focused Resolve): Karma focuses chi into her fists for 3 seconds, increasing her %AS and changing her AA damage type to magical/close range. Karma takes 5/7.5/10/12.5/15% less damage during this state. Effects are immediately cancelled if tether breaks.

W (Defiance): Slams her foot into the ground, sending small shockwaves in front of her, damaging and slowing down enemies. ....RW (Dragon's Claws): Calls upon the earth dragon to give her strength. Karma jumps slightly to target enemy champion, slamming them with her fists, causing a 1s root and dealing damage to target and sending a blast around target, knocking away slightly and slowing any other affected enemies (knocked away targets take 50% of damage). Karma is tethered to the target enemy for 3s, increasing her damage at tethered enemy by 5/7.5/10/12.5/15%. While tethered, Karma's Turmoil becomes Focused Resolve. Breaking tether leash immediately cancels the effect.

E (Inspire): Shield with slight MS boost (10/12.5/15/17.5/20%) ....RE (Dragon's Flight): Calls upon the wind dragon for its guidance. Casts a shield with MS boost (doubled normal effects) + shield bomb that damages and disables all affected enemies' ults for 1/2/3s. RE cannot be casted on minions.

R: Mantra (60/45/30s)

The idea behind this kit is that if she jumps to the front line, then her teammates loses her supporting capabilities, whereas if she uses her team support Mantra, she has to rely on them to take down the enemy.

Interesting thought. I have a feeling that this would make her too much of a one-hit-wonder or button-smash-karma, but I would like to think about it some more. As a mage, she's already doomed to be a button smasher :/

They could possibly make it so that she becomes a shapeshifter via Mantra, but she reverts back to her normal kit after the duration ends or she force cancels it.

SilverSquid2 votes

If you give Karma high mobility, then her damage or utility would have to be reduced.

I think her mobility with the short speedbuff is enough. I see no reason to add to it, nor remove any of it. However, you said, that shortranged mages shouldn't have high mobility, whereas Lissandra, Ryze and Kassadin are shortranged mages.... and they DO have this mobilility to get into and out of fights. I think champions usually have either mobility, defense or zone control to make up for the short range.

For Karma to succeed, they need to find a "main role" for her, with secondary qualities added to her because they tried the "jack-of-all trades" approach and it simply isn't working.

She could also have two main roles. But yes, making her good at everything won't work...

reducing all healing by 75%...disables all affected enemies' ults for 1/2/3s

Those two effects are highly problematic and probably won't make it through design

Generally your kit seems to redefine "overloaded". I think the beauty of game design lies in making simple kits that have high synergy, instead of making compliated abilities. The simpler you can make them (easy to learn) with still a lot of combination potential (hard to master) the better.

They could possibly make it so that she becomes a shapeshifter via Mantra,

I can't see either Karma fans nor Riot liking that :-/

IxtaliKing6 votes

Your analysis of 5.10 is spot on, those changes were simplistic and poorly thought out. On the issue of hard cc I agree with SliverSquid, I think she'd be better off if she was focused more on damage and actual utility (CC is pseudo utility imo). Pre 5.10 Karma was a solid Battle Mage/Enchanter, I'd like to see her go back in that direction rather than have her Battle Mage elements watered down for a lame "super root" or a "Mega shield".

I've said it before and I will keep saying it, there is NOTHING for Karma as a typical support, she's a buff dumpster that can only shine when her competition is nerfed. However, in Mid she has an opportunity, but for mid she needs her damage components back on her Mantra. I'd like to see her be good for mid and support without relying on crazy numbers.

TNHA Baritone2 votes

Exactly! Everyone is the first to say "Karma is the best support"

No...just no. Her competition was heavily nerfed and even then, she still isn't all that great. I'd pref a Braum or Thresh who fit into every comp over a Karma.

MunchCrunchLunch1 votes

i dont think we need one more of those utility supports that are good enough in solo lanes. morgana and lulu as well. just make her either a dedicated support or a dedicated mage.

TNHA Baritone4 votes

I think Karma has a lot of things that could be done to help her. I just listed the easiest ones for Riot to do. SilverSquid's post effectively touches on a rather unique role for her.

allow her to deal more damage if she protected allies successfully. Could be nice.

The Yetii Rider1 votes

The main issue is that Karma isn't bad, she's just generic. Riot doesn't have enough people to spend time reworking champions just because they're bland, not unless they're doing it as part of a class update that includes champions who are unbalanced.

Ryze is a problem. Warwick, Urgot, Evelynn, and Yorick are all so incredibly horribly binary that they need to be reworked.

It sucks to hear as a Karma player, I'm sure, but you guys just aren't the priority. And Live Balance is separate from Gameplay Update. You're not going to see the Live Balance team introducing new mechanics or fundamentally changing abilities. If Karma is getting changes it's going to come from the Gameplay Update team, and their hands are tied for at least the next year.

TNHA Baritone1 votes

Patch 3.5 - Karma was reworked. Before that, she was a problem. Riot half-assed the rework she isn't reworked again.

Ryze has been reworked yet again since Riot "didn't quite hit the spot" with his kit.

The Yetii Rider1 votes

Ryze got reworked because he was a balance problem.

More from Gameplay

More by TNHA Baritone