Thank you for communicating with Karma

jocomotion··8 votes·3,246 views

I just wanted to thank Riot Neurocat for posting the potential Karma changes on the boards and openly communicating with us to change Karma for the better. I know the boards are usually negative to most change, and would rather attack than discuss so I wanted to post my own thoughts and openly discuss with other players thoughts on the current possible Karma changes that are on the table, and if we’re really lucky come to a conclusion of what Karma truely needs. If you’d like to talk with Nierocat directly, you can post here: https://boards.na.leagueoflegends.com/en/c/developer-corner/TkiBEVYV-karma-gameplay-change-preview


The first step of any major character change is to look at the goals. Nuerocat listed 3, and I’ll explain them in Layman’s

  1. Give Karma gameplay/thematic elements that set her apart from any other champion

  2. Make her less abusable in pro play so she can be easily balanced

  3. Make Mantra choices more meaningful

Overall, these goals are exactly what Karma needs, and I don’t think I’d add anything else.


Current changes planned

Passive - Gathering Fire Kindled Spirit - When Karma deals damage to an enemy champ or large monster, Mantra’s cooldown is reduced by X seconds (to a cap of Y times over Z seconds).

Souls Alight - Karma can see her allies’ total basic ability cooldowns.

Q - Inner Flame Functionally, the same as live

W - Spirit Bond Ally Cast: Karma reduces target ally’s basic ability cooldowns by up to X seconds. Mantra - Harmony: The cooldown reduction amount is increased by Y seconds. Karma restores Z% of the ally’s max mana.

Enemy Cast: Karma deals X damage to target enemy. If they don’t break the tether, they are dealt X damage and rooted for T seconds. Mantra - Renewal: Roots for longer. When this deals damage, Karma heals for Y% missing HP + Z% AP.

E - Inspire Grants an ally movespeed and a shield. Mantra - Defiance: Grants the target bonus shields. Other nearby allies split X% of the shield and movespeed between them.

R - Mantra Functionally, the same as live


My opinions so far

Passive:

  • overall a good change, while I’m a little hesitant on the W cooldown change (which I’ll discuss later) I like the changes made to the CDR aspect of Karma. This should make her ever-so-slightly less abused by professionals, and more accessible to casual/Lower elo players.

RQ

  • Not so sure about this one. I don’t like the idea of adding damage into Karma’s Q altogether. It’s already holds too much of her kits damage, and of all the CURRENT mantra’s I believe soul flares the most balanced, and always has a place in Karma’s kit, whatever playstyle she’s playing.

W (ally)

  • I’m nervous about the mana interaction more than the cooldown interaction, I’d need to see numbers before I can give it fair judgement

W (enemy) > - I’m surprised this isn’t being changed at all, I expected a change to make it a slightly better damage tool. Honestly I’d rather have more damage loaded onto this spell (probably not directly) rather than on RQ (from before)

RW

  • thank the lord sweet Jesus There’s a good AP scaling. THANK YOU.

RE

  • I’m REALLY sad there’s no mention of her old shield bomb, I’d rather have that back on exchange for the AOE shield/movespeed boost, But either way I agree her overall movespeed should be nerfed here. Out of all of Karma’s mantra’d abilities this one seems to be most abused in pro play. in terms of her overall champion health. And lowering the intense movespeed would be a good nerf that wouldn’t hit her too hard.

Final thoughts: the second goal was done well, making Karma less pro-abusable. But I don’t see these changes giving her any new identity. The Ult changes are overall good and would add more decision making to Karma’s current kit, but I’m hesitant on changing the W, in fear of Karma being forced to Support.

Please discuss.

7 Comments

Sire Hippington4 votes

So far i'm VERY disappointed in it.

I totally fail to see how it gives her more identity or interesting gameplay, it doesn't solve any of her core issues and i'm not even sure it solves the pro-play issue, as the new W interaction might be quite abusable for pros depending on how strong the cdr reduction is.

Her passive paired with her blockable Q makes her very hit or miss, if she lands her mantra spell in multiple targets, she has next to no CD on it later on, if it gets blocked by a stupid hero minion, she's fucked. I'd rather see it lowered a bit and therefor less base cd on mantra to have a bit less difference between best and worst case. Not sure about seeing allied CDs. Theorietically a fine thing that can help esepcially newer players to become more aware of their allies CDs, but it sounds like it will be quite some visuall clutter.

Her Q still is her only real offenive abillity, includeing mantra options, and it's blocked easily by any minion/frontline so her eniter damage still is very unreliable. Also, frontloading more of the mantra Q just makes it more boring and feels worse on the reciveing end, and if it's strong enough it can easily turn opressive.

Her W allie cast sounds like it will have some abuse cases and little value in other pairings. I can see karma varus become rather stupid with him spamming Qs for example. Finally haveing some flat AP sclaeings on the heal is nice though.

Her RE not beeing a shield bomb is the biggest let-down of them all, it's the one thing karma players have been asking for ALL THE TIME, and it gets totally ignored.

All in all, i think karma needs a bigger rework and not just some small changes to fix the mess she currently is, and the purposed changes will probably create more issues than they fix.

jocomotion1 votes

[{quoted}](name=Sire Hippington,realm=EUW,application-id=3ErqAdtq,discussion-id=ubvEueRj,comment-id=0001,timestamp=2018-10-25T21:06:33.001+0000)

So far i'm VERY disappointed in it.

I totally fail to see how it gives her more identity or interesting gameplay, it doesn't solve any of her core issues and i'm not even sure it solves the pro-play issue, as the new W interaction might be quite abusable for pros depending on how strong the cdr reduction is.

Her passive paired with her blockable Q makes her very hit or miss, if she lands her mantra spell in multiple targets, she has next to no CD on it later on, if it gets blocked by a stupid hero minion, she's fucked. I'd rather see it lowered a bit and therefor less base cd on mantra to have a bit less difference between best and worst case. Not sure about seeing allied CDs. Theorietically a fine thing that can help esepcially newer players to become more aware of their allies CDs, but it sounds like it will be quite some visuall clutter.

Her Q still is her only real offenive abillity, includeing mantra options, and it's blocked easily by any minion/frontline so her eniter damage still is very unreliable. Also, frontloading more of the mantra Q just makes it more boring and feels worse on the reciveing end, and if it's strong enough it can easily turn opressive.

Her W allie cast sounds like it will have some abuse cases and little value in other pairings. I can see karma varus become rather stupid with him spamming Qs for example. Finally haveing some flat AP sclaeings on the heal is nice though.

Her RE not beeing a shield bomb is the biggest let-down of them all, it's the one thing karma players have been asking for ALL THE TIME, and it gets totally ignored.

All in all, i think karma needs a bigger rework and not just some small changes to fix the mess she currently is, and the purposed changes will probably create more issues than they fix.

First and foremost thank you for sharing your thoughts!

I agree with everything minus the Q being blocked being hit or miss thanks to being body blocked. I honestly think it NEEDS to be body blocked, not for the sake of Karma but for the sake of balance. Same goes for RQ, even though it’s technically an ultimate it needs to be weak since Karma’s Ult is on such a low cooldown and she has three choices of which to Ult from. If Karma’s Q could go through minions it’s damage would most likely be nerfed heavily to compensate, and then mid Karma would be straight up dead, like “team reports you for playing it” dead.

I feel like so many people are upset about the shieldbomb not being back they fail to see the bigger picture. Don’t get me wrong, I’d rather have original pre-rewor karma shield bomb and sacrifice the multi man shield for it, but Nuerocat’s Fox is actually good too. And riot didn’t ignore us, they actually tested the shield bomb to some success. They even said the only reason they DIDN’T implement it was because they couldn’t do the AOE shield with the shield bomb. It had to be one or the other, and they went with what they believe a majority of ALL Karma players wanted, not just the vocal few pro-shieldbombers. Overall I like the changes to the RE, but I would rather have the shieldbomb.

Im saving my judgement of Karma’s W after changes or numbers actually get released because honestly the cooldown reduction bonus may already be VERY small, or very powerful, it could be % refund or flat number refund, it could be instant or over time, it could temporarily increase the CDR cap, I just don’t have enough info to give an opinion.

Sire Hippington2 votes

Her Q beeing blocked currently is exactly the reason why she's never a good sololane unless her numbers are high enough to be straight opressive. Her damage is way to unreliable in teamfights, so unless her laneing is rather absurd and the shielding has high enough numbers to make the adc virtually immortal, she's not relevant. However, if her laneing and shielding are strong, she's an rather uninteractive champ that is crapp to deal with.

I'd prefer haveing more of her Ult Q damage backloded in the delayed aoe, but therefor makeing it ground targeted so you can get some reliable damage follow-up onto priority targets. Also would help to have the shield bomb back as reliable nuke for follow-up damage in a good engage.

Winterkill2 votes

No it wasn't. She still doesn't have a gameplay identity, her Mantra choices are still very binary, she still only has one damage move, and players wanted shield bomb back more than anything. The Developer asked for feedback and ideas and we got nothing we wanted and almost nothing was changed. The kit is not working and not having a gameplay identity since her original inception is a problem.

You view this as successful? Read the Karma main Reddit and the official League of Legends Reddit. Look at the boards as well. Hardly no one is in support of this support-centric kit and that caters to new players.

jocomotion2 votes

{quoted}

No it wasn't. She still doesn't have a gameplay identity, her Mantra choices are still very binary, she still only has one damage move, and players wanted shield bomb back more than anything. The Developer asked for feedback and ideas and we got nothing we wanted and almost nothing was changed. The kit is not working and not having a gameplay identity since her original inception is a problem.

You view this as successful? Read the Karma main Reddit and the official League of Legends Reddit. Look at the boards as well. Hardly no one is in support of this support-centric kit and that caters to new players.

Woah, I understand you’re frustrated, but at least read the whole post before blindly disagreeing with me, heck I’ve said a most of stuff you’ve brought up in the post.

  • Never claimed it was successful, in fact most of the changes I have a nitpick towards
  • I asked for the shield bomb rather than a more balanced AOE shield
  • I said her Q still had too much of her damage
  • I literally said “But I don’t see these changes giving her any new identity.”

The changes posted by Nuerocat are POSSIBLE but not final. Now isn’t the time to be blindly disagreeing, but to discuss why you disagree.

Winterkill1 votes

They are soft locked and final. Now it goes into testing and visual production. They are making it happen regardless.

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