Karma's balancing
has been my main champion since the later half of season 6. Hell she's been my main for a majority of the time I've played League, and I absolutely love playing her. However, I've noticed a worrying trend.
either Super strong, forcing her enemy out of lane with her strong poke and shields, or she's laughably lackluster compared to other champs because of her low damage and shielding numbers. On top of that,
R, Mantra doesn't offer the utility needed in each spell. If you're mid you RQ, Top RW, Support RE, the only time you'll change this rule is during laning phase. I have included a link in this post that I found that has a great example of what a rework on
could achieve, more ways to play rather than just over-reliance on numbers. But I want to take my own stab at this Idea, Because she's my main and I thought it'd be fun. [(https://boards.na.leagueoflegends.com/en/c/gameplay-balance/f5aZsTxt-rebalancing-karma)]
Passive: Gathering fire [new]
- Whenever
or her nearby allies take damage she gains stacks of gathering fire. Karma can consume these stacks by using a mantra'd ability, granting them extra power in different ways.
Example: (not sure how this would actually be implemented but here's a short example of what I mean.)
every 10%max health lost by karma and her nearby allies grants 1 stack of gathering fire
every nearby ally champion death grants 5 stacks
Note: This is meant to give karma's ultimate a little OMPH without making it too powerful at any one given time. This passive is meant to set her apart from other champs that can empower their abilities like
and
, who do the same thing but bigger and better. The gathering fire bonuses are mostly for extra utility rather than flat damage though
Q: Inner flame [reworked]
- Karma fires a projectile that detonates upon hitting an enemy dealing
80/125/170/215/260 (+ 60% AP)> 65/100/135/170/205 (+40% AP) flat magic damage to all nearby enemies and slowing them by25%> 25%/30%/35%/45%/45% for 1.5 seconds - [New] Deals 1.5% bonus damage for each 2% health the enemy has, maxing at 75% on a full health enemy Soulflare [reworked]
- Inner flame deals 25/75/125/175(+ 30% AP) bonus magic damage in an area and marks the area for detonation dealing ~~ 50/150/250/350 (+ 60% AP)~~ 75/125/175/225 (70%) magic damage and slowing enemies within the zone by 50% for 1.5 seconds
- [New] The detonation zone area increases with stacks of gathering fire
Notes: This is intended to be an overall nerf to damage while a buff to utility. Not sure if my numbers are ludicrous or not but the goal is to give karma better damage against slightly healthier champs without giving her more damage against squishy ones by introducing percent current health damage. This also forces Karma to be more aggressive to get early kills as enemies will take less damage from her Q as they get lower in health. Edit: I edited this portion to better represent my idea.
W: Focused resolve [Reworked]
- Karma forms a tether between herself and an enemy/ALLY for two seconds
- On enemy cast: grants true sight and deals 30/55/80/105/130 (+ 45% AP) magic damage per second to an enemy as well as rooting them for
1/1.25/1.5/1.75/2>.5/.75/1/1.25/1.5 seconds if the tether persists - [New] On Ally Cast: Karma grants her ally 5%/9%/13%/17%/21% (+ 3% per 100AP) damage reduction taking half of the damage reduced her self
- [New] Enemies who walk between Karma and a tethered target take 30/55/80/105/130 (+ 45% AP) magic damage each time (cannot be damaged again within the span of .5 seconds) Renewal
- On enemy cast: Focused resolve heals Karma for Karma for
20% (+1% per 100 AP) missing health> 50/100/150/200 (+ 65% AP) each second the tether is connected to an enemy -[New] for every stack of gathering fire karma has, she increases the duration of the root by .1 second - [removed] No longer automatically increases root duration.
- On Ally cast: for every second karma remains tethered to her ally, the ally gains 50/100/150/200 (+ 65% AP) HP maxing at 100/200/300/400 (+130% AP)
- Grants bonus damage reduction scaling with stacks of gathering fire
Note: A lot of stuff to go over here again I'd like to post this link here https://boards.na.leagueoflegends.com/en/c/gameplay-balance/f5aZsTxt-rebalancing-karma and recommend you go check that out because this is where I drew a lot of inspiration from for this ability I do think Karma's tether needs the most work done to it out of all of her abilities. It's just too basic especially for someone who's supposed to be a supportive mage. Compare Leblanc tether for instance, It has a longer range, and higher damage which you should expect from an assassin/mage, but it also has better combo potential for her kit. This version of the tether gives karma more ways to play around it rather than it being just some flat ability. I also agreed with scaling down the healing by making it a flat heal rather than a percentage missing health heal.
E: Inspire [Reworked]
- Karma shields the target allied champion or herself for 70/95/120/145/170 (+ 50% AP) 4 seconds, granting them
40/45/50/55/60%> 35/40/45/50/55% decaying bonus movement speed for 1.25/1.25/1.5/1.5/2 seconds. - [New] Shield strength and move speed buff increases by 2% for every 1% missing health Defiance
- Inspire overflows with energy, increasing the target's shield, shielding all nearby allied champions for 30% of the base amount and granting them the same base movement speed
- [New] the shield of the initial target deals damage around them scaling with stacks of gathering fire
Note: I wanted to add a bit more skill expression to karma here, not by making her shields stronger, but by making them better at certain times. Now the lower the health of an ally, the stronger the shield and move speed boost. It's almost as if Karma is INSPIRING her allies to keep fighting. As for the ult this interaction only takes place with the ulted target, not the surrounding allies, so if you want to make a clutch save you cant just target a nearby friend to help them. To compensate for the potential power this change brings, the movement speed boost amount has been lessened as well as changed to a decaying speed boost
R: Mantra [reworked?]
- Passive: Karma reduces Mantra's cool down by
2-3>1/1.25/1.5/2 seconds every time she damages an enemy champion with an ability as well as every time a tethered/shielded ally takes damage from an ability, damaging enemies with auto attacks gives back half the cool down. - Active: Empowers Karma's next ability
Note: Technically a nerf to her old passive, just tagging it onto her ult though since it makes more since, so overall nothing really changed. But I added in the extra bonus of using karma's E and W on allies in exchange for how strong the passive is.
that dealt damage." To be honest I'm not sure how to change up the UltW on allies to make it better, and I'm open to suggestions. As for the Damage reduction duration, yeah, I'm pretty sure that was a typo. I had it go for 3.5 seconds when I thought of it, but I don't think I put that in. As for the ulted root duration, I see your point on the potentially long CC, and again, I had trouble thinking of an interaction here to utilize with this move instead of flat numbers, its already a hard CC that heals her, I'm not sure if I should add anything. Perhaps Making the damage on the tether increase when enemies walk into it? or only allow that damage on ulted tether like you said. Not sure, but it has some potential