@Anyone on Riot's Design Team: Can we please talk about Karma?
One thing that has been consistent with Karma is that she is barely ever used and always rests comfortably below a 50% win ratio. She's been consistently buffed (read her patch notes) and yet, she never really approaches that stage where people pick her comfortably and where she's an entity in pro play, beyond just a very niche one-time deal. She's had stints as mid, top, jungle and support, and hasn't landed anywhere comfortably, and every time riot throws buffs in her direction, it feels a bit like compensation, instead of actually trying to make her a strong character.
At the end of the day, Karma has a lot of fundamental issues that really need to be addressed, because she's not really in a good state. She feels lackluster at best, and always misplaced no matter where you take her. I'm just going to discuss major problems, and hopefully we can get a good discussion going about what needs to be done to bring a little bit more Karma in the league.
1) Her kit doesn't bring anything unique to the table. It's sad, but true. In terms of CC, she has a slow and a decently hard to access snare, nothing too impressive there. In terms of damage, she has 1 damage spell that hurts, but isn't enough to really draw out a lot of kill potential. In terms of utility, she has a speedboost and a shield, which, again, nothing special. She doesn't have a huge, impactful moment anywhere in her kit, nor does she have anything that would make you look twice. Look at thresh, who brings his lanturn, his pull/flay combo and his box, all of which feel super rewarding and have clearly defined strength, or Janna with her godly disengage, or her shield that also gives AD, or her w/q combo to lockdown targets, and she feels a little meh as a support. But it's the same in mid. Lux, with her huge burst and pick potential while bringing an aoe shield of her own, or Ahri with her huge mobility and assassination capacity, or Xerath with his range, and again, meh. Same with top and jungle. There's just nothing on her kit that screams "Unique" or "amazing". Her mantra interaction is cool, but it empowers objectively generic skills, and they stay generic.
2) She is good at everything and lacks any weaknesses. This is probably the biggest issue. She has great mobility and can get away from almost any pursuit if she plays it well enough. She has good range, she has good waveclear, she has good sustain, she has good poke, she has good tankiness, she has good utility, she's not particularly mana hungry, she has good CC and she has good disengage. There is really no weak spot in her kit. She's not vulnerable to assassinations, because her shield/mantra E can keep her alive amazingly. She's not vulnerable to poke because she can dodge and absorb with her E as well as dish back good poke of her own. She doesn't have a problem waveclearing, nor does she have a problem clearing jungle camps, even. There really isn't a weak spot in her kit anywhere. But this doesn't make her OP; on the contrary, because she's good at everything and has no real weakness, she's not allowed to be strong, because then she'd be toxic.
3) Her ult is not impactful Back when you remade her, you guys said that you wanted her R to feel like "mini ultimates", instead of being "necessary additions to her skills". Well, here we are, and it still doesn't feel even remotely like an ult. It feels like a necessary addition to her skills.
Take her W, for example. Without the mantra component, it would be one of the weakest skills in the game, if not the weakest. It has low base damage, takes 2 seconds to grant only a 1 second snare at first level (scaling up to only a 2 second snare), has a whopping 12 second CD on it (which is only after you guys buffed it) and has such a short leash that if the enemy champ has any sort of dash (which is an increasing number of people) or even just more movespeed than you, they walk right out. Her Q could pass for a basic ability, but a very bland one at that. And her E is a whopping 200 hp shield and grants a 1.5 second movespeed boost; significantly weaker than almost any other shield in the game (Orianna, Lux, Morgana, Janna, Even lulu, all have better shields than her.)
And her ult itself doesn't feel like a real ult. The fact that it augments basic abilities cleverly hides the fact that it is numerically terrible; the additions themselves are worse than most basic abilities, let alone ultimates. Her Q addition does 25 - 75 damage and then creates a zone that you can walk out of for 50 - 300 damage. Not even remotely an ult. Her W gives a net 40% missing health and 1.75 second snare. Sounds powerful, but without any added damage and due to the single target nature, as well as the selfish nature of the heal, not too impactful and defintely not an ult. And her E gives a ~200 hp shield and a movespeed boost. This is the most powerful-feeling of the three, but again, not an ult.
Added to that, it feels like she just doesn't have a passive; instead she has a necessary addition to her ult that should've just been there to begin with.
4) She needs almost every stat in order to be optimized. The only thing that isn't actually necessary on Karma's kit is AD, APen and maybe Hp regen. She needs AP, because a lot of her power is actually in scaling, not high base damages. She needs Mpen to stay viable in damage, and she needs MPregen because without it, she runs out rather quickly. She DESPERATELY needs CDR because she has objectively high cooldowns and because it's the only way to make her mantra work effectively. She needs health badly, or else the mantra W is useless, and a lot of her power budget is spent on that skill. She needs Armor and MR in order for her shield to be effective on herself, but also because if not, hp burn kills her quickly (not necessary, but she feels mostly weak without them). At the very least, then, she NEEDS Ap, apen, cdr, mpregen and health, making her extremely item dependant.
This is problematic especially for support, because supports are supposed to be able to function without a lot of stats, but also for every role. What you're supposed to build gets easily confused, and she quickly becomes unable to keep up with champions who only need 2 or 3 stats to work well. I think the fact that she needs every stat is mostly a symptom of her being a low-weakness generalist, but it still raises a big issue.
Here are a few possible solutions:
- Decide what role she is and balance around that. I know you guys don't like to force people into certain roles, but trying to keep her viable both solo lane and support has created generalist-syndrome that makes it hard for her to be effective.
- Make her W a flat amount that scales based on missing health and AP (ala lissandra ult), so that she doesn't need health to be effective. Please, this would help a lot.
- Give her ult a longer cooldown so that you can make it more powerful. It really feels meh at the moment, It'd be a lot better if it was a bit stronger.
- Give her defined weaknesses. She has good engage, disengage, sustain, poke, waveclear, pick potential, etc. Something's got to give. Weaken one area so she can shine in the others. Give her an identity other than "can do everything", because it just translates to "excells at nothing". You're always talking about how each champion needs their own unique role, that applies to Karma more than anyone else.
Tl;DR Despite her rework, Karma still continues to be underutilized and lackluster, always below the 50% win mark and barely ever picked. She needs to be more than just a generalist; she needs a solid, strong place in the league.
Please upvote and bump if you agree. if not, kindly give a reason, so we can facilitate a good discussion.
) more than it does "the Enlightened One", it was still a pretty neat idea. The proposed changes that were on the PBE for her a few months ago were good as well I think (returning a % of ally damage on a target as HP), but it would be difficult to balance that in a way that makes Mid and Support Karma viable without being too strong.