Karma Rework *(Attempt 2 To get Riot Attention)

TNHA Baritone··16 votes·1,119 views

Gathering Fire - Karma reduces Mantra's cooldown by 2 / 2.5 / 3 (@ levels 1 / 7 / 13) seconds every time she damages an enemy champion with an ability, and half of that on basic attacks. This effect cannot occur on the same target for 5 seconds. This applies to both monsters and enemy champions.

Karma has no due dates.

Heavenly Wave (Active) (Mana Cost: 50 / 70 / 100 / 110 / 130) [Cooldown: 10 / 9 / 8 / 7 / 6] [Range: 550; 65°]: Karma sends forth hidden blades from her fans slowing enemies for 25% for 1 second and dealing [80 / 150 / 190 / 215 / 240 (+ 60% AP)] magic damage to units in a cone in front of her. Mantra Bonus: In addition to dealing damage to enemies, Heavenly Wave will also heal Karma and her Karma's allies that are in a 600 range of Karma for 70 / 115 / 150 / 180 / 230 (+2% per 100 AP) of missing health.

If you are good to Karma, she will be good to you

Focused Resolve (Active) (Mana Cost: 70 / 110 / 125 / 140) [Range: 550 - 1000]: Karma creates a soul bond between an ally or enemy lasting 2 seconds. When Karma binds to an ally, anytime her bonded ally receives damage, she absorbs 5 / 10 / 15 / 20 / 25 % of the damage taken by them. However, if Karma or her ally get too far away from each other the bond will fizzle and her ally will take the unmodified damage. Enemies that are anchored or pass through the beams are dealt [60 / 110 / 160 / 210 / 260 (+ 90% AP)] magic damage over .66 second intervals.

Mantra Bonus: If Karma anchors an enemy for the full duration, she roots them for 1.5 / 2 / 2.5 / 3 seconds. Enemies cannot be rooted more than once every 10 seconds.

Don't get on Karma's bad side for too long...or else you'll stay there

Soul Shield (Active) [Range: 600]: Soul Shield : Karma summons a protective shield that absorbs incoming damage for [80 / 110 / 140 / 170 / 200 (+ 50% AP)] and speeds her allies for 40 / 45 / 50 / 55 / 60%

Mantra Bonus: If an ally is targeted, excess energy radiates out from the shield, shielding surrounding allies for [80 / 110 / 140 / 170 / 200 (+ 60% AP)] and bombards enemies, dealing [80 / 150 / 190 / 215 / 220 (+ 50% AP)] magic damage to enemy units around Karma's target.

Karma affects all, not just one.

Mantra (Active) [Mana Cost: 100 / 75 / 50 / 25]: Cooldown - 50 / 45 / 40 / 35 : Karma empowers her next basic ability within 8 seconds, placing it on the same cooldown as its basic form upon cast.

(Innate): Because of her indomitable will, Karma can store 1 / 2 / 3 (@ levels 6 / 11 / 16) charges of Mantra, each consecutive use (within 10 seconds) doubles its mana cost.

Karma always catches up

Thank you for all the upvotes and downvotes <3 and criticism. Without Summoner SilverSquid (EUW) this rework proposal would probably go down as the worst in history

You know what? Idc anymore fuck it.

24 Comments

Death by Glamour2 votes

This is what her original rework should have been instead of turning her into a q spam bot.

If i could upvote more i would, hopefully you get enough to get a rioters attention.

TNHA Baritone1 votes

Thank you brotha <3 I love the support. I hope Riot will support. I will post this every 5 days until I get somewhere.

euJHINius2 votes

I think its a cool concept, but some aspects of her kit don't really mesh well play style wise. I like her current kit, but feel as though its her ultimate that keeps her from being picked mid or support. She is the a "jack of trades, master of none" type of champ currently. That's her issue.

Your Q only encourages the same habit, when it doubt, ult-Q. In this case, it also heals, so as long there is someone next to you, why not heal.

The W encourages a mixed play style. You want her to tank damage, but she primarily deals it. There is nothing wrong with encouraging different play styles, but I feel as though this just makes her less cohesive. She should be able to change styles quick and responsive, not established and slow. Also, her W would be so hard to actually hit anything with unless your partner and you have good synergy. There is really nothing wrong with her current W, other than the fact that you have to stay close and is never ulted really. Maybe make its mantra-bonus better. Like it can be casted on allies to heal.

The E idea is cool, but would be hella broken in team fights. Maybe rework the damage component in another way. Like:

  • Allies gain 2.5% / 5% / 7.5% / 10% / 12.5% damage increase as long as the shield last
  • Shields will pop if they go away by damage, dealing 50% of the recent hits damage back

Plus the nearby-ally mantra-bonus shield should be less than the target.

Adding a charge system wouldn't be balanced for her honestly. Going either utility-mage mid, mage jungle, or support-mage is basically going to get you a lot of mana either way. Frost-Queens, Morellos, Runic Echoes, etc. I would use my ult everytime in that case.

I like the passive, but I would configure it so it can also decrease Mantra's cooldown when spells are used on allies.

All-in all, great rework design, but she needs an actual niche. [slayer-pantheon-thumbs] [slayer-jinx-wink]

TNHA Baritone1 votes

Thanks Bruh, I will try to poke in someways that her E will pop. Your first idea:

Allies gain 2.5% / 5% / 7.5% / 10% / 12.5% damage increase as long as the shield last

Riot tried that in PBE, 5.10 with W so I doubt they'd ever go through with it again.

I like the passive, but I would configure it so it can also decrease Mantra's cooldown when spells are used on allies.

I really wanted to put this in but I thought about it, she already has the charges and if that went through, she could literally lower mantra's cool down by sitting there E-ing her allies.

but she needs an actual niche.

This is what Riot struggled on, and this is what I'm struggling on. I really need help on this. This is why they're saying Vel'Koz needs a rework, and simply because Karma can shield (her only current utility) she is doesn't belong with the "Mages" /endrant

Your Q only encourages the same habit, when it doubt, ult-Q. In this case, it also heals, so as long there is someone next to you, why not heal

That is true..very true. I can't lie, I didn't think of it.

euJHINius1 votes

A kit focused on a solo-lane support or utility mage style. Velkoz is one of the big six because he needs to be defined for what he brings to the table. I don't think he needs to be look at as if he was a part of the big six, but its rito. This class rework is for mid-lane mages that provide high damage, but not a lot of utility. Consider them the "Immobile Mages"

LatetotheRace2 votes

As much as I would be happy with a karma rework, riot needs to devote their time and effort to fix the broken champions not necessarily tweaking the more balanced ones. Nothing personal, it's just kind of how I think things should be atm.

TNHA Baritone1 votes

Yo. IF RIOT JUST SAID THIS. ID BE FNE.

I love you, have a great day.

Vanjie1 votes

No. Just like Morde, they F'ed up Karma and continue to leave champions they "update" out to dry. Karma doesn't even really need that much done to her. She should have a new passive and her old R+E. Is that too much to ask for? No. Her passive . . . while useful in beginning game . . . is useless after level six and late game.

SilverSquid2 votes

I've added some formatting and changed some values. Take a look if you want.

http://vignette1.wikia.nocookie.net/leagueoflegends/images/3/30/Inner_Flame_old.jpg/revision/latest?cb=20130316131203&format=webp Gathering Fire

Karma reduces Mantra's cooldown by 2 / 2.5 / 3 seconds (@ levels 1 / 7 / 13) every time she damages an enemy champion with an ability, and half of that on basic attacks. This effect cannot proc more often than 3 times from the same spell. This applies to both monsters and enemy champions.

Karma has no due dates


http://vignette2.wikia.nocookie.net/leagueoflegends/images/b/b5/Heavenly_Wave.jpg/revision/latest?cb=20110318012538&format=webp Heavenly Wave

  • Mana Cost: 50 / 60 / 70 / 80 / 90
  • Cooldown: 10 / 9 / 8 / 7 / 6
  • Range: 550; 65°

Karma sends forth hidden blades from her fans slowing enemies for 25% for 1 second and dealing 80 / 150 / 190 / 215 / 240 (+ 60% AP) magic damage to units in a cone in front of her. MANTRA BONUS In addition to dealing damage to enemies, Heavenly Wave will also heal Karma and her allies in the cone for 70 / 115 / 150 / 180 / 230 (+2% per 100 AP) of missing health.

If you are good to Karma, she will be good to you


http://vignette3.wikia.nocookie.net/leagueoflegends/images/0/0f/Spirit_Bond.jpg/revision/latest?cb=20110318012610&format=webp Focused Resolve

  • Mana Cost: 70 / 80 / 90 / 100/ 110
  • Range: 550 - 1000

Karma creates a soul bond between an ally or enemy lasting 2 seconds. When Karma binds to an ally, anytime her bonded ally receives damage, she absorbs 5 / 10 / 15 / 20 / 25 % of the damage taken by them. However, if Karma or her ally get too far away from each other the bond will fizzle. Enemies that are anchored or pass through the beams are dealt 60 / 110 / 160 / 210 / 260 (+ 90% AP) magic damage over 0.5 second intervals.

MANTRA BONUS If Karma anchors an enemy for the full duration, she roots them for 1.5 / 2 / 2.5 / 3 seconds. Enemies cannot be rooted by Focused Resolve more than once every 8 seconds.

Don't get on Karma's bad side for too long...or else you'll stay there


http://vignette2.wikia.nocookie.net/leagueoflegends/images/a/a2/Soul_Shield.jpg/revision/latest?cb=20110318012601&format=webp Soul Shield

  • Range: 600

Karma summons a protective shield that absorbs incoming damage for 80 / 110 / 140 / 170 / 200 (+ 50% AP) and speeds her allies for 40 / 45 / 50 / 55 / 60%

MANTRA BONUS If an ally is targeted, excess energy radiates out from the shield, shielding surrounding allies for 80 / 110 / 140 / 170 / 200 (+ 60% AP) and bombards enemies, dealing 80 / 150 / 190 / 215 / 220 (+ 50% AP) magic damage to enemy units around Karma's target.

Karma affects all, not just one


http://vignette3.wikia.nocookie.net/leagueoflegends/images/d/de/Mantra_old.jpg/revision/latest?cb=20140109024044&format=webp Mantra

  • Mana Cost: 50
  • Cooldown: 50 / 45 / 40 / 35
  • Charges: 1 / 2 / 3 / 4

Mantra is automatically learned at lvl 1. Karma empowers her next basic ability within 8 seconds. Every consecutive cast of Mantra doubles its manacost.

Karma always catches up to you

I changed a lot with the mana values. I think you did stick to the old mana values; since then Riot changed a lot in terms of mana policies (how important it is, how much spells should cost, how many spells you are allowed to cast, how dependent on items you are, etc.). I tried to align them more with todays philosophies. As much as a non-rioter can, that is.

Also your mantra charges are confusing... your cooldown suggests it's available at lvl1, but your charges suggest it still hase one charge lvl6-10? Having one charge or no charge is exactly the same? So, does it go 1/2/3/4 stacks at (1/6/11/16) or something else?

TNHA Baritone1 votes

meant "extra charge"

Mantra Bot1 votes

fantastic, however i do not feel that the passive should have its own internal cooldown, and should just be what it is now. perhaps also up the range on the q, since she has really no cc one could make it a 750range minimum

TNHA Baritone1 votes

We really can't have her walking up to ADCs from 750 range and Q (I really don't want her to fall short / be too strong in support role, her weakest role, in my opinion.)

I could make the cool-down, either A ) Only proc on monster to help her in the jungle (I do fancy a mean Karma Jg) or I could just keep it the same. I sorta really wanted to keep this part in:

This applies to both monsters and enemy champions.

I could also just change it to something else, I'll add in an experimental one, I'd just have to think of it. Feel free to donate any ideas though.

Krys Star1 votes

Heavenly Wave (Active) (Mana Cost: 50 / 70 / 100 / 110 / 130) [Cooldown: 10 / 9 / 8 / 7 / 6] [Range: 550; 65°]: Karma sends forth hidden blades from her fans slowing enemies for 25% for 1 second and dealing [80 / 150 / 190 / 215 / 240 (+ 60% AP)] magic damage to units in a cone in front of her. Mantra Bonus: In addition to dealing damage to enemies, Heavenly Wave will also heal Karma and her Karma's allies that are in a 600 range of Karma for 70 / 115 / 150 / 180 / 230 (+2% per 100 AP) of missing health.

what percentage are we going for here? Is it literally 0%, until you reach 100 ap? I'm confused. Kudos for the tribute to old Karma, though. I miss old Karma.

TNHA Baritone1 votes

Mantra Bonus: Heavenly Wave's range increases to 650 and will also heal Karma and her Karma's allies that are in a 650 range of Karma for 70 / 115 / 150 / 180 / 230; 10% (+2% per 100 AP) of missing health only if she hits a target.

Whoops Sorry.

reconm11221 votes

What is the Mana Cost of the E ?

TNHA Baritone1 votes

Same as live.

reconm11222 votes

In my opinion applying this rework will change her Play Style significantly.

First and most importantly her rework in her Q. Making this rework completely reduces Karma's Poking ability and **Damage Output ** [As long as it is the only ability that "deals damage".W damage is fairly unnoticable]because it has 10 second Cooldown and **High Mana Cost ** while is getting maxed reaching to 130 mana cost.

Making such a huge rework on this ability will only affect badly Karma Main Players


To sum up i think that this rework makes Karma extremely Mana dependable.Thinking that you are LVL 5 and you are maxing Q for Poking you will need first to pay 100 mana and the rewards wont be satisfying because Mantra no longer increases Q damage.

Take into consideration that Karma has 529 Max. Mana at level 5 and you can only use your Q 5-7 [or even less because W - E - R may occur at certain situations] times before you run completely OOM

But do not forget that this is my opinion and also i am open to your suggestions and correct me if i am wrong somewhere.

This is what i think about this rework.

⬇️ Poke ⬇️ Damage Output

⬆️ Cooldowns ⬆️ Mana Costs ⬆️ Utility

TNHA Baritone1 votes

WELL.. IDJWUBGVIYRWIAGTYBHER I JUST WANT TO CHANGE HER WITHOUT HER BEING OP OR BEING WORTHLESS SHIT I :(((((((((((9999 i fucking give up

reconm11221 votes

You should not give up.. Actually reworking karma is not the best thing to do.

Nerf is the only thing that can make her more balanced.

TNHA Baritone1 votes

Excuse me?

Are you terminally ill?

Ok I'm just gonna leave you alone.

reconm11221 votes

Sorry?

Explain me why you say that

Also this kind of behavior will not benefit you at any kind !

Vanjie1 votes

She doesn't need a nerf at all. He is a troll.

Akenero1 votes

Okay, so I never played the original karma, but I did love the idea of her original w, the clothesline maneuver

however, I feel like when it's targeted on opponents, damaging karma damages the person she's linked to for a percent, aka, LITERAL Karma.

Nekusen1 votes

Why rework Karma? She is one of, if not my most favorite support, i think her general kit is fine as it is, at most the passive could be changed

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