@Meddler @Rickless I Actually Think the Temporary Karma Changes Are Ok, But Could be Improved
Proposed change list by Riot: Base stats:
- Lvl 1 mana: 374 --> 350
- Lvl 18 mana: 1124 --> 1200
- Lvl 1 mana regen: 8.5 --> 11.5
- Lvl 18 mana regen 22.1 --> 20
- Lvl 1 armor: 20.4 --> 26
- Lvl 18 armor: 89.6 --> 90.6 (it's actually around 85 armor at lvl 18 right now lol, so mistake on their part) Inner Flame (Q)
- Splash radius (when missile hits): 250 --> 300 Soulflare (RQ)
- Detonation damage (ground explosion): 50/150/250/350 --> 35/140/245/350 Inspire (E)
- Mana cost: 60/65/70/75/80 --> 55/60/65/70/75
Changes I like:
- Base armor buff: Her current base armor is ridiculously low, the lowest out of any true support. This change will save her about 3 hp every time she takes an aa, and prob 4-5 hp from most physical abilities early game. This adds up in the laning phase. Also, they're not actually looking to lower her armor scaling, so it's 6 armor for all the game (her current base armor at lvl 18 is around 85, not 89.6, so it's 85 --> 90.6).
- Base mana regen buff: Karma's biggest strength is her lane dominance before the first back. There are a lot of cases right now where she just falls short of mana to bully out an opponent (support role) even if she played it well. This should help her get the few extra qs she needs.
- Splash radius when missle hits buff: This is not something I thought about but could actually be very usefull. A lot of cases where her Q just fell short of tagging another enemy, so this could make her a bit less reliant of RQ.
Changes I dislike:
- Detonation damage nerf: I understand that they want to nerf her early midlane waveclear to compensate for the buffs a bit (pro play). However, this also affects her w + rq combo and the healthiest part of her damage, which doesn't make sense. I would keep the damage against champions intact.
- Late game mana regen nerf: They didn't nerf it by a lot, but it still doesn't make sense to nerf her late game mana regen. It also makes the buff equalise itself around midgame, minimising the actually mana regen buff. I would keep the same mana regen at lvl 18 and not lower her E mana cost.
Changes I would add:
- Focused Resolve (W) --> Cast time removed --> 2nd hit magic damage AP scaling: 45% --> 60% --> 2nd hit heal AP scaling: 1% per 100 AP --> 2% per 100 AP
It doesn't make sense to have such a cast time on such a weak ability. A lot of times, the initial heal doesn't go off because of it, and it makes max range uses of it very clunky. This would help both midlane and support Karma. The AP scalings would mostly help midlane Karma scale a bit better, rewarding her for staying in range.
How I would buff Karma considering their proposed changes (until the partial rework):
- Lvl 1 mana: 374 --> 350 (lvl 18 mana: 1224 --> 1200)
- Lvl 1 mana regen: 8.5 --> 11.5 (lvl 18 mana regen unchanged, so scaling slightly lowered)
- Lvl 1 armor: 20.4 --> 26 (no scaling nerf)
- Inner Flame (Q): Splash radius (when missile hits): 250 --> 300
- Soulflare (RQ): Detonation damage ON MINIONS (ground explosion): 50/150/250/350 --> 35/140/245/350
- Focused Resolve (W) --> Cast time removed --> 2nd hit magic damage AP scaling: 45% --> 60% --> 2nd hit heal AP scaling: 1% per 100 AP --> 2% per 100 AP