@Meddler @Rickless I Actually Think the Temporary Karma Changes Are Ok, But Could be Improved

Sir Rouge··9 votes·5,999 views

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

6 Comments

IxtaliKing3 votes
  • The armour buff moves her from having the standard mage armour, to something more bot lane friendly (same as Morgana's).

  • Mana regen is again more support tuning, which is fair enough.

  • The Q splash radius increase is a substantial buff, but not one she particularly needs. Q is fine.

  • RQ detonation nerfs makes no sense at all. It's a nerf to the part of her kit with the most counterplay... :/. Making it only do less damage to minions makes even less sense tbh, since it just nerfs her waveclear. Karma actually needs help with waveclear (and general target selection) in order to compete in mid, which it seems a lot of people forget was her intended lane.

  • Removing Ws cast time would be helpful. Not sure whether those scaling changes would be feasible or not, but I wouldn't be against them in the meantime.

Sir Rouge1 votes

It's not that I would want to nerf her waveclear, but they said they don't want to just buff her because of pro play and so they want to nerf a bit of her waveclear to compensate. I agree it's already low for midlane so it's pretty wierd they want to.

IxtaliKing1 votes

Her problem in competitive has always been her RE, so it's weird them nerfing the RQ explosion... the same explosion that can only really hit somebody if they're locked down. It's really weird...

Sir Rouge2 votes

Yeah, it's like they can never just give her a real buff without taking something away. RE has already been nerfed so much (shield on secondary targets, base shield, shield duration and shield items), so they were like ''gotta find something else to nerf'' ''ahhh, I know, that mediocre waveclear earlygame, it needs to be bad instead''.

Dunal1 votes

I do not like early game buffs to Karma no matter what they are. Even just base armor/regen pre-6 is a recipe for disaster. Not because Karma _doesn't _need buffs in some manner, but just because it's the completely wrong approach. She's just going to end up toxic to play against in lane without solving her issues scaling even just past level 6.

They should buff the bonuses that Karma gains on each mantra rank. I'd personally change her so that her mantra cooldown is is 45/30/22/15 but isn't affected by cooldown reduction (helping build flexibility in the process, even if CDR is still very useful because of passive interaction). Then change her mantra bonuses to:

RQ BONUS MAGIC DAMAGE: 25 / 75 / 125 / 175 (+ 30% AP) > 25 / 100 / 150 / 200 (+ 30% AP) DETONATION MAGIC DAMAGE: 50 / 150 / 250 / 350 (+ 60% AP) > 50 / 200 / 300 / 400 (+ 60% AP)

RW BONUS ROOT DURATION: 0.5 / 0.75 / 1 / 1.25 > 0.5 / 1 / 1.25 / 1.5

RE BONUS SHIELD: 30 / 90 / 150 / 210 (+ 60% AP) > 30 / 120 / 180 / 240 (+ 60% AP)

This would help her level 6 power spike which is all she really needs.

remakoro1 votes

I hate every single bit of those changes -_- But most of all

  • Splash radius (when missile hits): 250 --> 300 Soulflare (RQ)
  • Detonation damage (ground explosion): 50/150/250/350 --> 35/140/245/350

Her Q hits like a truck and now its gonna be even harder to dodge? And she can dish them out even more often cuz she has more mana regen?

Could not they just buff other parts of her kit?

More from Gameplay

More by Sir Rouge