Redesigning Karma's Passive
Most people agree that Karma's passive appears like a boring extension of her ultimate, and not like a standalone passive that can compete with other passives. While those people usually ask it to be "moved to her ultimate", today I wanna try something different. I want to build on the idea of having a passive, that asks you to interact with the enemy, to enhance your empowered spells. For this, I introduce a new secondary ressource called "resolve", that would be displayed as a secondary resource bar below Karma's mana bar (most likely in turquoise).
TL;DR can be found at the bottom.
For all those, who think that Karma doesn't need a rework; we can probably agree, that in terms of power, Karma doesn't need one. However, Karma doesn't have a good reason to be picked. Nearly everything she does can be done better by other champions or sufficiently recreated by items. In light of the upcoming mage update it makes sense to explore possibilities that make Karme more unique and in line with her character.
So, here's the reworked kit:
NOTE Values that aren't mentioned are unchanged. The changed values might very well be too high or too low. I tried my best to keep her power roughly the same, but working exclusively in theory makes this hard to judge.
P - Towering Resolve
Karma's resolve increases when using certain abilities or hitting enemies with basic attacks. Karma uses this resolve to fuel her mantra empowered abilities. Karma gains [5] resolve for hitting enemies with basic attacks. Karma's abilities can't gain you more than [25] resolve per cast. Karma can store up to [50+5/lvl] resolve at once.
Q - Inner Flame
In addition to the usual effects, Karma gains [15] resolve for hitting enemy champions ([25] for hitting 2 or more champions).
RQ - Soulflare
Deals 5/75/125/175 (+0.3AP) bonus magic damage
Karma spends up to [40/60/80/100] of her remaining resolve to increase the AP scaling of the initial explosion by 0.01AP per point spent. She heals 1 nearby ally for every 1 enemy champion hit by 1/1.25/1.5/1.75/2 hp per resolve spent. The second explosion applies half the damage and healing.
W - Spirit Link
COST: 20 mana/s (first tick upon cast). The tether can be cancelled after 1s.
- Targeted allies heal for 10/12.5/15/17.5/20% (+1%/100AP) of the damage they deal, as long as the tether persists. Karma gains [1] resolve for every 10hp the target heals.
- Targeted enemies suffer 20/35/50/65/80 (+0.3AP) magic damage per second. They also receive 10/12.5/15/17.5/20% (+1%/100AP) of the damage they deal as magic damage. Karma loses [1] resolve for every 5 damage dealt this way. If Karma's resolve depletes, the tether breaks.
RW - Spirit Infusion
COST: [40] resolve
- Target ally also deals 9/12/15/18% (+1%/100AP) increased damage.
- Target enemy also receives 9/12/15/18% (+1%/100AP) increased damage
E - Inspire
In addition to the usual effects, Karma gains [5] resolve for shielding other allies. If a shield is broken by damage, Karma gains [10] resolve.
RE - Defiance
COST: [50] resolve
The shield overflows with energy, increasing the main shield by and shielding nearby allies for 30/70/110/150 (+0.3AP). Nearby enemies take 60/140/220/300 (+0.6AP) magic damage.
Mantra
RECHARGE: 30/30/25/20 CHARGES: 1/2/2/2
Karma uses her resolve to empower the next ability within 8 seconds. This ability can store a second charge from lvl6 onwards.
Skill discussion
P - PASSIVE TOO COMPLICATED? I must admit, adding all of this might be a lot to read on Karma's abilities. But can it be worth it? It's a passive, that rewards good plays and good thinking. It conveys its power visually and it has enough levers for Riot to balance. Additionally it highlights Karma's ups and downs of power propperly and feels way more engaging than some self made CDR.
Q - STILL BREAD AND BUTTER Not much to see here. It does the same job as today's Q, poke, clear and decent interaction with her passive.
RQ - OVERPOWERED HADOUKEN? I must admit, putting a 1.6AP scaling on a spell sounds ridiculous at first, especially since it's on a short cooldown. But there is a reason behind this madness; I also removed the base value, to make up for it. At max level, it currently does 435 +0.9AP VS the new 260 +(0.6-1.6)AP. Put like this you can see, that you must spend at least 30 resolve to gain the same scaling and at 500AP you need to spend 50 resolve to reach today's impact damage. The scaling was put there to let mage karma scale better into lategame, but with a clearer risk and reward pattern (note the removed root in her kit). It's also supposed to explain what happend to that Noxian in her lore. For the supporting aspect, I didn't let the heal scale with AP. Why? Because I wanted support Karma to focus on her resolve alone, and not AP. A mid Karma shouldn't be able to heal more, but CDR would allow for more resolve and thus more and better healing.
W - MULTITOOLING 101 So this spell has a LOT of jobs, in terms of design. First of all, it's both a resolve creator and spender. I think this is needed, to make the use of resolve more dynamic. Secondly, this ability is meant to symbolize the connection Karma creates with others. And thirdly it hightlights her karmic aspect "reap what you sow". As such the damage enemies receive and allies heal is dependent on their actions. Interestingly, this ability also gives enemies the tool to break the tether early and punish Karma for tethering too long and draining all her resolve.... at the cost of a lot of immediate damage.
RW - FOCUS POWER The use of this ability rewards you for finding focus points of damage. Link to targets, that need to be focused, or link to a target, that is going to deal massive damage to the whole enemy team. The reason for why they are rather similar is, that the effects need to compliment the uses of the basic ability.
E - NEW PASSIVE INTERACTION Karma does NOT get free resolve for spamming the shield on herself, but gets rewarded for using the shield amount efficiently. But since speeding allies is sometimes useful too, it grants at least a little resolve for doing so. Note that this spell can only reach the potential 25 resolve on the ultimate version.
RE - SHIELDBOMB IS BACK, BABY Karma's shieldbomb was removed because of the CD reduction on her passive. Now that it's gone, I can't see why we shouldn't bring this back. The shieldbomb had been an integral part of Karma for over 4 years, so I restored it with pre 5.10 values.
R - SO WHAT ABOUT CHARGES I am not quite sure about that one. I wanted Karma to juggle with both resolve and mantra stacks, to make mastering Karma something to be proud of. It should also help her compensate the powerspike other champions get at lvl6, by increasing her options. It also makes her resolve spending less binary. However, I don't know if it wouldn't end up too complicated? It also reintroduces certain problems with double casting some abilities, gating the potential power of singular uses. I tried conteracting this with resolve costs, but I don't know if it's enough.
http://cdn.meme.am/instances/500x/58816147.jpg
Anyways, thoughts, criticism? Room for improvement? Good idea, bad idea? Wanna discuss anything Karma related? Have ideas yourself for a Karma rework? Fire away, I'd love to read it!
TL;DR
Instead of making Karma's passive a fancy selfmade CDR, I made it a second resource system and let all abilities interact with it. I also used the opportunity to make some abilities more unique.
- P - Hitting AAs and using abilities grants Karma resolve. Resolve fuels Karma's empowered abilities.
- Q - Grants resolve for hitting enemy champions.
- RQ - Spends a lot of resolve to increase the damage scaling of the initial explosion. Heals nearby allies for the resolve spent (if enemies were hit).
- W - Costs mana/second and can be reactivated to cancel. Grants LS/SV to target ally and gains resolve based on the health gained. Deals damage over time to target enemy, redirecting some of his damage back to him, draining resolve in the process.
- RW - Spend some resolve to increase the damage target ally deals or to increase the damage target enemy takes.
- E - Shielding allies or having shields break grants resolve.
- RE - Karma spends resolve to shield and speedup allies around the target. Also damages enemies.
- R - Cooldown adapted, second charge at lvl6. Mantra'd abilities cost resolve.
, but for half the strength, At full bar press R twice for full value or once for half the damage but can be split across two spells. That way you could both R q enemy and R shield your entire team. That would be a cool engage.