Rebalancing Karma
TL/DR: Make Karma a better example of a hybrid Battlemage/Enchanter, addressing her issues so she can be a better and fairer mid laner and support. The aim is to improve her Mantras so they are all viable wherever she is played, and don't depend so heavily on specific builds to be viable.
- Gathering Fire: Reduces Mantra's cooldown every time Karma damages an enemy with an ability by
2/2.5/3> 2 seconds (half effect for basic attacks).
Notes: In this rework Karma will have more ways to interact with her passive, rendering the buffs it received in 5.10 unnecessary. Karma will now have to commit more to fights if she wishes to unleash multiple Mantras in the later team fights.
- Inner Flame
Cooldown: 7/6.5/6/5.5/5s
Cost:
50/55/60/65/70> 60/65/70/75/80 mana Range: 950 Radius: 150 (Q)/250 (RQ) Fires a blast of energy that explodes upon enemy contact, dealing80/125/170/215/260 (+0.6 AP)> 70/110/150/190/230 (+0.55 AP) magic damage and slowing them by 25% for 1.5 seconds.
Mantra Bonus Soul Flare: Deals 25/75/125/175 (+0.3 AP) > (+0.45 AP) additional magic damage and leaves a circle of flame that slows enemies by 50% > 35/45/55/65%. After 1.5 seconds the circle erupts, dealing 50/150/250/350 (+0.6 AP) magic damage in the area.
New: Soul Flare (RQ) is now a ground targeted projectile. Edit: Inner Flame (Q) is still a linear skillshot.
Notes: People complain about Karma's early Q and RQ damage so I've lowered the base damage on Q, and given it a slight cost increase so she's a little less frustrating to play against at early levels. I also shifted some of the scaling into RQ to make the choice more meaningful, and to keep her early wave clear in check.
RQ now has a scaling slow starting from 35% up to 65%. I believe Karma's Mantras should all offer notable utility upgrades, however I chose to start with a less potent slow due to RQs improved target selection.
- Focused resolve
Cooldown: 12s
Cost: 50/55/60/65/70 mana
Range: 675
Radius: 1000
Karma forms a tether between her and the target enemy champion or monster for 2 seconds, granting true sight and dealing 60/110/160/210/260
(+0.9 AP)> (+0.6 AP) magic damage over 2 seconds. If the target does not break the tether they are rooted for1/1.25/1.5/1.75/2> 1.5 seconds.
Mantra Bonus Renewal: If cast on an enemy, roots for an additional 0.5/0.75/1/1.25 seconds > deals 75/150/225/300 (+0.6 AP) additional magic damage and heals Karma for ~~20% (+1% per 100 AP) missing HP ~~ 30/60/120/180 (+1 per 20 AP) increased by 3% for every 1% HP missing. If the tether is not broken or the target dies Karma is healed for another 20% (+1% per 100 AP) missing HP** 30/60/120/180 (+1 per 20 AP) increased by 3% for every 1% HP missing**.** If cast on an ally they are given the heal instead, enemies who touch the allied tether receive 50% of the total damage and are slowed by 90% rapidly decaying over 1 second. The allied tether cancels enemy dashes which try to pass through it.**
New: Renewal can now be cast on allies to heal them instead. Enemies who pass through the allied tether take 50% of the spell's total damage and take a hard rapidly decaying slow.
Notes: Since Karma's rework seemingly introduced a root to her kit to synergise with RQ, I trimmed the excess root down to a flat 1.5s seconds at all ranks. Personally I think anything more than 1.5s for Karma is unnecessary and forces her to be more of a generalist than she needs to be. Karma doesn't need the best root in the game, lockdown is not area she should be competing in.
The heal was another issue. Having a self makes a ton of sense for a Battlemage, but on an Enchanter? It makes no sense at all. I borrowed those flat heal numbers from SilverSquid (notorious Karma reworker), since they work better with squishies.
I was considering the allied tether briefly rooting enemies who touched it, but decided maybe a slow would make more sense? It adds a different kind of weight to the ability. Also, now that the 5.10 passive buff is undone and RW healing has changed she can have 3 ticks on W again.
- Inspire
Cooldown: 10/9.5/9/8.5/8
Cost: 60/65/70/75/80 mana
Range: 800
Radius: 600
Target ally gains a shield granting 40/45/50/55/60% movement speed for 1.5 seconds, absorbing
70/95/120/145/170> 70/105/140/175/200 (+0.5 AP) damage and applying Inspired for 4 seconds.
New: Allies with the Inspired buff can keep refreshing the movement speed buff for 1 second by auto attacking an enemy.
Mantra Bonus Defiance: The primary shield absorbs an additional 30/90/150/210 > 30/70/110/150 (+0.6 AP) damage. After 0.75 seconds of shielding the primary target, the shield erupts dealing 75/150/225/300 (+0.6 AP) magic damage to surrounding enemies, whilst also granting surrounding allies 30% of the total shield and 40/45/50/55/60% movement speed for 2 seconds. Inspired is applied to all hasted allies for 6 seconds.
**New: **But old, yet new... shield bomb. This spell is too iconic, needs to make a comeback.
Notes: There was never a real justification for it's removal, only some comments about "increasing contextual decision making" which turned out not to be the case. Counterplay was often cited as a justification by players, never by a Rioter themselves (trust me, I've looked... and asked). Still, i agree that instant AoE damage spells aren't always a good idea, so I've added a brief delay and telegraph to the whole AoE portion of RE.
The "Inspired" buff is all about in combat movement speed, encouraging effective kiting for ADCs and stickiness for melee carries. This makes RE in team fights less about AoE mitigation and more about in combat mobility.
Would be grateful for any feedback.
[Reposted]
and
. Orb walking would be so easy and powerful with a constantly movement speed buff.
used to give a 40% slow (making RQ's slows somewhat effective as a 70% slow).
Still... Heavently wave preferred ^^