Karma gameplay update - from no identity to a battle mage that can support
#NOTE: THESE ARE CONCEPTS. THINGS CAN BE TUNED (EG: NEW Q AND E WITH PASSIVE/MANTRA)
New:
INNER FLAME: Cooldown changed to 10 / 8 / 6 / 4 / 3 from 7 / 6.5 / 6 / 5.5 / 5
"MANTRA BONUS - SOULFLARE: Karma fires a ground targeted blast of energy that detonates on second cast or reaches the maximum range.
Second Cast: Detonates and deals 25 - 175 (+ 10% AP) bonus magic damage and leaves of a circle of flame that slows enemies by 10% (+ 7% AP). After 1.5 seconds the circle detonates dealing 50 - 350 (+ 40% AP) to enemies in the area."
"MANTRA BONUS - RENEWAL: Karma is healed for 5% (+ 5% per 100 AP) of her missing health. If the link is not broken or the target dies the root duration is increased by 0.5 - 1.25 seconds and Karma is healed for 5% (+ 5% per 100 AP) of her missing health."
"MANTRA BONUS - DEFIANCE: The shield overflows with energy, absorbing an additional 30 - 150 (+ 60% AP) damage and bursts to do 70 - 170 (+ 30% AP) magic damage to nearby enemies. Nearby allied champions gain shields that absorb 20% as much as the initial targets shield. All champions shielded gain 30% (+ 4% AP) movement speed.
Karma's identity should focus on being a mage that is able to support, like Lux, but with more tools to support with. Right now, Karma has no way to be a viable mage. Sure you can take her mid, but she usually builds support items when going mid too.
EDIT:
Renewal new effect concept: Heals Allies that step through the tether by 10-100 (+ 20% AP) and damages enemies who step through it by 30-180 (+ 30% AP).
The point is to encourage her to use her kit to the fullest by putting herself in risky positions but also get high rewards from it.