[KARMA] Collect your gameplay ideas and participate in the rework process

InTheory·10/27/2018, 2:06:05 PM·6 votes·2,187 views
https://ddragon.leagueoflegends.com/cdn/img/champion/splash/Karma_0.jpg

To everyone who's ambitions and passionate about any changes done to Karma, this can become your post. I hope this post can help Naomi "RiotNeuroCat" McArthur, who's currently in charge of working on Karma. In the process of improving Karma. She tried different approaches with Karma recently, one being bringing back her "Clothesline" mechanic and the other being an allied castable W mechanic.

It's really not a common thing for a Riot designer to share approaches as much as she did in the short time recently and we should embrace her communicative approach and phrase our feedback as constructive as possible to keep the thing going. The feedback was pretty valuable imo and I hope it stays that way. You can easily say: "There have been hundreds of community Karma reworks posted but they were all shrug off."

And that might be actually true but I can't say for how many of those it counts since NeuroCat works on Karma. This is actually connected to a sideffect of being a creative person working in a creative position (and this is adressed to you Naomi): Creative people like living out their own creativity. They want to do stuff and they want to do it their way. Not because they are selfish, but because it is an intense need. The worst thing that can happen to a creative person is to be forced to just do something strictly as someone else designed. To just implement something that's already thought out.

Yet this takes away pretty much potential especially when ideas aren't even tested and miss any chance to active other new ideas. A creative person should be able to try other's ideas from time to time. In the worst case they just don't work out. Or they do work or at least give her other ideas. I hope she'd be willing to at least try out other stuff and does not let her down from being told that her ideas don't work (regarding the recent sexism discussion where a woman's ideas was shrugged off by her coworkers just to have them applaud the same idea represented by a male coworker).

#So what I have in mind is the following:

  • You create a Karma gameplay update that can range from single ability reworks to a full rework gameplay wise.
  • You post a tl;dr here in the comments and provide a link to your thread. (You can also link an old post instead of copy pasting it into a new one).
  • I will add your link right here so that everyone can find them easily and read them up.
  • In about 3-4 weeks (remember me if I forget) I will create threads with polls to vote for the best Karma rework (assuming there are enough participants). Optional: If we are lucky, NeuroCat could try out some of that stuff, maybe even full concepts and report us her feedback, ultimatively getting her own work processing.

#What is important to do:

  • Put [KARMA] in front of your thread's title to make it easier to find them with the search function.
  • Link this thread at the beginning of your post so that more players understand the connections and can join this project.
  • Like and BOOKMARK this thread so you can follow it and participate on a regular basis. Get it to the front page if possible. Also like other Karma posts. There should be a collecion of posts instead of a rivalry between the posts. The ultimative voting should be done with the polls.
  • Provide context to your design decisions.
  • Provide important numbers (not like base champion stats, but like ability cooldowns). Numbers don't need to be perfectly balanced, but it should be realistic and one should see where the kit's focus is on (if there is a focus). Comparing your work to similar existing abilities can give you an idea of what your numbers could look like.
  • Format your post and make it easy to read. Participants in this project can end up reading pretty much, so keep it short and provide them an easy time reading that stuff.

From: Myself as exemplary entry

Gameplay Update

TLDR: [P] revolves around the root that originally came from W. [Q] is reworked to reach backlines better. [W] can be cast on allies. Shield can be shared with bound allies. [E] mass shielding removed. Shield bomb added. [R] old passive is not on R.

From: SILVERSQUID (EUW)

Small Scale Rework (GU)

This tried to use as little change as possible to fix Karma's issues in a reasonable manner.

P: Added cap per spell. Also added option for triggering passive by aiding allies. Q: Unchanged RQ: Ground targeted now. W: Targetting an ally increases their resistances. RW: Heal changed to not scale with tankstats anymore. Bonus damage reintroduced. Bonus root removed. Targetting allies heals them like Karma. E: Unchanged RE: Shieldbomb reintroduced. Shield now slightly scales with enemies hit. R: Unchanged

From: JOCOMOTION (NA)

Gameplay Rework

TLDR: (Pending)

10 Comments

SilverSquid10/27/2018, 5:13:19 PM2 votes

Yeah, erm, I really like what you are trying to do here, but the changes are already softlocked. NeuroCat is leaving League in a few weeks already (still working for Riot, no worries). There is no chance we are still able to influence greatly what is about to come.

Either way, if you are interested in my reworks, here are my two most successful ones (plus one extra):



Twin Dragon Rework (VGU)

The idea was to flesh out Karma's visual and gameplay identity with the twin dragons found in the concept art of her rework and even in the game files.

P: Karma's spells are affected by Ouro and Boros alternatingly, gaining either offensive or defensive qualities. Mantra applies both effects. She passively gains magic damage on hit or bonus resistances depending on the active dragon. Q: Hitting enemies heals the closest ally OR deals bonus damage based on their kills. Slow removed. RQ: Ground targeted now, applies all effects, detonates quicker. Slow removed. W: Targeted buff/debuff that increases/reduces damage on ally/enemy. Ouro heals nearby allies, Boros damages nearby allies based on damage to target. RW: Combined effects with no cap. E: Ouro grants speedbuff, Boros creates small shieldbomb. RE: Increases initial shield and explosion radius. Speeds up hit allies. R: Resets on nearby ally death.



Small Scale Rework (GU)

This tried to use as little change as possible to fix Karma's issues in a reasonable manner.

P: Added cap per spell. Also added option for triggering passive by aiding allies. Q: Unchanged RQ: Ground targeted now. W: Targetting an ally increases their resistances. RW: Heal changed to not scale with tankstats anymore. Bonus damage reintroduced. Bonus root removed. Targetting allies heals them like Karma. E: Unchanged RE: Shieldbomb reintroduced. Shield now slightly scales with enemies hit. R: Unchanged



Double Mantra Rework(GU)

This was one of my first attempts and tried to imagine modern Karma with mantra charges.

P - Karma gains bonus AP based on the %hp she (and her allies) lost in the last 5s. R - Karma stores up to 1/2/2/3 stacks of Mantra. Using one charge adds another aspect to the spell. Two charges create an ultimate level of the spell. Q - Unchanged. RQ - Targeted AoE that also heals allies in the area. RRQ - Increases size and applies the same effect again after a short delay. W - Links a target to someone of the same team (champions have priority). Enemies receive damage over time and are rooted if they stay in range. They also receive a part of the damage and all the slows their partner suffers. Allies gain resistances as long as the bond persists. They also receive half of the speeds, heals and shields their parnter receives. RW - Enemies: shorter tether range. Breaking the tether stuns both targets. Allies: Increases tether range and duration. Fully transfers all shields/heals/movespeed. RRW - Links all possible targets to the main target. E - Shields and speeds target ally. If the target is tethered, the buffs last until the tether breaks. RE - Increases the shield value and damages enemies around the target. RRE - The range of the explosion is increased. If the target was a champion, shielding and damage is increased if it is low health.

The first two I linked to NC when she took charge of the work and I took the time to welcome her. So this is probably only interesting to the other interested Karma mains/reworkers out there.

I am personally not really in favour of any of those exact reworks anymore, but they have historic value to me and show my thought process. Duality, battlemage, shieldbomb and unifying the community are strong goals of mine.

InTheory10/27/2018, 2:14:37 PM1 votes

https://boards.na.leagueoflegends.com/en/c/gameplay-balance/EdM8ndHZ-karma-gameplay-rework-by-intheory

TLDR: [P] revolves around the root that originally came from W. [Q] is reworked to reach backlines better. [W] can be cast on allies. Shield can be shared with bound allies. [E] mass shielding removed. Shield bomb added. [R] old passive is not on R.

jocomotion10/27/2018, 11:29:12 PM1 votes

https://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/AjFssB0Z-revertrework-concept-for-karma

https://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/NsKaWzBI-karma-update-ideas

I also had the idea to rework her W to make it attach to two champions rather than On Karma and one other champion. So you could tether two enemies together or two allies, or tether Karma herself to someone in order to have more control over their positioning and damage.

7thHeaven10/28/2018, 5:29:06 AM1 votes

My 2 cents:

(P) Inner Flame: Karma gains 0.3 − 1.3 (based on level) bonus ability power for every 1% missing health.

(Q): Karma sends forth a wave of hidden blades from her fans, dealing magic damage to all enemies in a cone in front of her. Mantra: Heavenly Wave also heals Karma and her allies in the cone.

(W): Karma creates a tether between herself and a target ally or a target enemy for up to 5 seconds, breaking if the target becomes stealthed. Affected allies gain bonus movement speed while affected enemies are Slow icon slowed and take magic damage. Any champion, whether ally or enemy, who walks through the tether is granted the same movement speed modifier for 3 seconds. Mantra: Spirit Bond grants twice its movement speed modifier.

(E): Karma shields herself or the target ally for 5 seconds. Mantra: Soul Shield sends forth a burst of energy, dealing magic damage to enemy units around her target.

(R) Karma empowers her next ability to grant it an additional effect. Karma stores a Mantra charge every few seconds, up to a maximum of 2 stored at once. Karma begins with one rank in Mantra and she innately increases it at levels 7 and 13