[KARMA] Karma - The Enlightened One Rework
[LORE ADDITION]
Every inception of Karma owns a weapon that helps control and balance his or her innate powers and allows Karma to speak directly to past lives. The weapon is basically a extension of Karma's powers. In Karma's right hand she wields a hand/war fan. Karma's left arm is covered in tattoos that light up when she is in her Mantra state.
(Mantle of Decorum is completely gone.)
[GAMEPLAY IDENTITY]
Karma is a Mage-Utility-Support. Every Basic Ability and Mantra Ability has a Mage function as well as a Utility function that benefits allies. This means Karma will retain her identity as a Mage and be able to function better as one. This change doesn't effect those players that like to play Karma as a Support, which isn't the case with the new rework. Her new Passive gives Karma two stats that increase either the damage of Mantra or the Utility of her Mantra.
[PASSIVE]
Gathering Fire - Building AP increases the strength of Karma's offensive Mantra.
Harmony - Building Shield/Heal itemization increases the utility of Mantra.
Green is for Gathering Fire and yellow is for Harmony. These stats are displayed under the Mantra which shows which one is stronger than the other. A passive like this allows the Karma player to adapt to whatever role the player wants to play on their team. This solves the age old problem of reworks tipping the scales towards Support. There is a strength and weakness to what the player builds on Kamra. More AP means stronger damage on Mantra but weaker Utility for allies. More Shield/Heal enhancing items means stronger shields, heals and speed enhancement but weaker damage on Mantra.
Each Mantra will have a specific amount of stat from either Gathering Fire or Harmony. There is just too much of a divide between Mage and Support Karma for these Developers to do anything. Something like this will put the power into the Karma player hands.
[Q] - With Karma's left hand, she shoots a low burst of energy. (Same functionality as live but with a different animation and no slow since W applies one now.)
Mantra Q - Karma closes her fan, charges the fan with Mantra, and throws it in front of herself in a straight line. If the fan hits an enemy it explodes on contact and does damage based off of Gathering Fire and how low health the enemy is. If Karma activates Mantra Q while it is traveling and before it hits someone, it will automatically explode and release Harmony that heals nearby allies and Karma.
(Same idea of current Mantra Q but it has a different functionality. The range is the same. Mantra Q is no longer blocked by minions, the damage is altered a little bit so she isn't so abrasive with no minion blocks, it travels a little slower, and the second explosion damage is removed. The Mantra Q in the rework is basically the same thing because all the damage is front loaded with the first hit and makes the explosion less important. This change with Mantra Q is the best of both worlds while giving her an actual gameplay identity and use with allies.)
[W] - Karma closes her fan and throws it in front of herself in a straight line. If the fan hits a enemy it applies a strong slow and also damages the enemy. (Is blocked by minions.)
Mantra W - Karma closes her fan, charges it with a pulsing Mantra, and throws it in a straight line in front of herself. The pulsing fan travels slowly and tethers itself to any nearby allies or enemies near it. If there is an ally tethered to the fan it will slowly reduce the cooldowns on the ally basic abilities with each tick. If the enemy is tethered to the fan it will increase in damage and slow with each tick it pulses. The final pulse will apply grounded effect to the enemy.
[E] - Karma uses her left hand and unleashes protective energies that shields herself or an ally. After the shield is gone there is a brief window in which the shielded player can run to an ally and pass the shield to them. Not only is the strength of the heal increased with Harmony, the window in which the shield can be passed is extended as well. No ally can have the same shield until it cyeles to the next window to the passed ally. (Shield tag!)
Mantra E - Karma charges her fan with Mantra, waves it in front of herself and unleashes a wave of energy that increases player movement speed and explodes any active shields on the field and slow enemies hit by the explosion(s). Karma's movement speed is also increased on cast. The movement speed or damage of explosion depends on how strong Gathering Fire or Harmony is.
[R] - Karma goes into her Mantra state and her eyes and tattoos glow with energy. In her Mantra state Karma can see the basic cooldowns of her allies as well as have access to Mantra abilities.
Passive - When Karma deals damage to an enemy champ or large monster, Mantra’s cooldown is reduced by X seconds (to a cap of Y times over Z seconds). New charge system.