An Enlightened Decision: A Second Step At Reintroducing Our Beloved Karma
#Hello fellow Rioters and Summoners!
_We are a group of dedicated Karma players who like discussing about Karma, which led the start up of this thread. We usually discuss about how Karma could be better as a champion, in gameplay, design and narrative standpoint of view. While reworked Karma was a success with newer players, there were a number of us who felt that the current version of Karma lacked the old flair that her previous version did. Over the years of champion reworks, we observed and noted down the patterns of how Riot has improved their quality of reworks, then put our ideas in to motion by sharing our idea of a reworked Karma, whilst still maintaining what Riot, new and old Karma players alike enjoy about the champion.
As certain parts of our explanation were shortened to keep this post as clear and concise, some people may not understand the intended fully. Should you find any ideas confusing or unclear, do drop us your question and we will explain our thought process and decisions. We'd definitely appreciate it if you could provide constructive feedback._ (Please note that this is a discussion and still a work in progress; it is not final. )
#Karma’s Identity _We conceptualized Karma as a mid lane Ability Power carry with a more Bruiser like Gameplay pattern but also with good utility. New karma was reworked to be a mage with supporting potential, but were quickly turned into a Support with mage potential by community and Riot. This caused her significance to pale in comparison with other champions, even as a support. Much like how Ashe was conceptualized as a utility AD carry, both carry games using their damage in tandem with the utilities that they bring to table. We felt that the rework had taken away the main aspects of Karma (versatility, carrying potential, close range mage) and turning her in to a new champion (Poke based, mid range mage, less versatility and no carrying potential). The result of this was a lack of flavor and flair that the previous Karma was known for. _
#Karma’s Kit
#**1. Inner Flame **
Our conceptualized idea of the passive was to keep Karma’s old passive intact, but without toxicity and having counter play. Her current passive was fine, but missed the crucial feeling of playing Karma. Cooldown reduction on a champion’s passive didn’t fit as a standalone passive. We moved the current passive to her mantra component, giving us space to accentuate her passive as a part of her personality as a champion whose strength and power lies in her resilience instead.
http://vignette1.wikia.nocookie.net/leagueoflegends/images/3/30/Inner_Flame_old.jpg
Karma gains additional AP for each 1% of her missing health, capping at 6 + (3 x Level) AP. Hitting enemy Champions with her abilities will grant her 5 AP (+1/2/3% at levels 1/12/18), capping at 6 + ( 3 x Level) AP. If Karma out of Battle for 6 Seconds, she loses 5% of the maximum AP per second.
**Ideas/Questions: **
- Ap stacking System (each time Damage done from Champion to Champion)
- When casting, Karma looses a part of her stored AP.
- Ap based on enemys close
- Old Passive unchanged but she gains only 90% of AP from items.
#Q/RQ, Graceful Poise/Heavenly Wave _We reverted back to the old Q because we believed that a cone skillshot would benefit her better in the long run. The old Q is straightforward, easy to use. Current R/RQ suffers from problem such as being overloaded with damage and thus not allowing much Damage on another Part of Karma's Kit, while easily being blocked or dodge. Changing Karma’s self heal in to AoE heal for Q gives her more value overall, also staying true to her dualism kit of offensive/defensive. _
http://vignette2.wikia.nocookie.net/leagueoflegends/images/b/b5/Heavenly_Wave.jpg
Deals 60 / 100 / 140 / 180 / 200 / 250 (+ 70% AP) magic Damage to units in a cone in front of her.
MANTRA BONUS: Also heals Karma and her allies in the cone by 35 / 55 / 75 / 95 / 115 / 135 plus 3% (+ 2% per 100 AP) of their missing health.
Range: 725 Cost: 50 / 55 / 60 / 65 / 70 / 75 Mana Cooldown: 6
Ideas/Questions:
- Mantra Bonus: Karma and one ally are healed (think Sonas W) in addition, karma heals 1 more ally for each enemy Champion hit with Heavently Wave.
- The Heal could be splitted to scale of off bonus Health (0,5%) and AP (1%) to avoid making it scaling too strongly with AP only/ avoiding that Karma can Deal higher Damage via full AP and Heal (too) good too.
W/RW, Spirit Bond/Inspire
_The slow and haste were shifted back as a movement speed modifier on the old W because we felt that it created much more interesting team play patterns and decision making for Karma players. Current W’s DoT damage and snare was preserved. Giving Mantra W a snare on top of an enhanced slow for enemies wasn’t a fair situation; so the enhance move speed was removed. If Karma took effort to maintain the leash, she would be returned with appropriate amount of rewards (snare) instead. Meanwhile, allies receive a bonus Haste while staying close to the bonded. _
http://vignette3.wikia.nocookie.net/leagueoflegends/images/0/0f/Spirit_Bond.jpg
Edit: We changed this Ability due to some Feedback we received. We stripped away what we thought would make this Ability unnecassarily overloaded and simplified its usage, whilst trying to keep the "feeling" of this Spirit Bond.
Karma creates a Beam between herself an ally or enemy for 5 Seconds. Ally: Both +10/12/14/16/18/20% movement speed and +5/10/15/20/25/30 (+1% bonus Health) bonus Armor and MR. Karma creates an Area around herself and her ally (eclipse-form) which will grant allys within its range the same Movementspeedbonus, decaying over time. or **Enemy: **receives 40 / 80 / 120 / 160 / 200 / 240 + (70%AP) magic damage over 5 seconds and is slowed for 10/12/14/16/18/20%. Enemies who are touching the bond will instantly suffer the full Damage and be slowed by the full amount for 1,5 Seconds.
MANTRA BONUS: Ally: The Ms is doubled. or Enemy: Will be rooted for 2 seconds if it stays bonded for 5 Seconds. Touching: enemys will be rooted for 1 Second.
**Range: **800 (cast) - 1000 (bound) Cost: 60 / 65 / 70 / 75 / 85 / 90 Mana Cooldown: 15 / 14 / 13 / 12 / 11 / 10
Ideas/Questions:
- Isn’t W rendered useless if your tethered target dies or breaks the leash? Gaining stacks system , Damage when bond ends
- Would this make Liandry’s overly strong for Karma?
- How about making a snare trigger based on distance between Karma and her target?
#E/RE, Soul Shield/Defiance Her current Mantra version forces her to expand a mantra charge in order to provide a mediocre AoE shield, without being able to find ways to reduce her cooldown. With the damage removal gone, RE was an unattractive ability that was commonly used only because it provided appropriate benefit for use. Returning her old shield values and ratio, while removing the AOE shield and making it single target shield allowed us to return her damage and improve the shield’s overall performance without overpowering it.
http://vignette2.wikia.nocookie.net/leagueoflegends/images/a/a2/Soul_Shield.jpg
Shields an ally or herself for 80 / 120 / 160 / 200 / 240 / 280 (+ 80% AP) points for 5 seconds.
MANTRA BONUS: Deals 80 / 120 / 160 / 200 / 240 / 280 (+ 80% AP) magic Damage to enemy units around her target.
Range: 800 Cost: 55 / 60 / 65 / 70 / 75 / 80 Mana Cooldown: 10
Ideas/Questions:
- Would providing Armor/MR boost on Karma’s E made her overly strong?
- Wouldn’t providing a knockback on her E made her a mini-Janna?
- The Shield could be splitted to scale of off bonus Health (~10%) and AP (60%) to avoid making it scaling too strongly with AP only.
#R: Mantra _Mantra is an integral part of Karma and we felt that this is where it defines Karma the most. We kept two mantra charges because dual casting is a unique playstyle that only Karma has and it creates interesting decision making patterns for the players. We like the aggressive playstyle that Riot has associated with her kit, so we kept the CDR passive on her ultimate but tuned back on the aggressive playstyle, balance is key afterall. _
http://vignette3.wikia.nocookie.net/leagueoflegends/images/d/de/Mantra_old.jpg
Karma empowers her next ability to do an additional effect. Hitting one enemy Champion with one of her Abilities will reduce the Cooldown of Mantra by 2/ 2,5/ 3 Seconds (=> Once per Ability).
Recharge: 35 / 30 / 25 seconds
#Conclusion: We wanted to preserve the old flavors of Karma using the reimagined kit, while merging it with the new aspects of her that certain players enjoy. Karma's rework revolved around shifting certain stats and effects and it completely altered Karma as a champion; giving to a messy kit that Riot couldn’t balance well and a new playstyle that half of the fanbase didn’t enjoy.
_We tackled Karma’s reimagined rework from her kit because we know that is the central point of her rework. We will be talking about her lore, design and VO up next. If you like our effort so far, you can always provide feedbacks to us, or hop in and help us out. Our team is small but dedicated and we hope to have more people join this cause. :) _
Heres is the Link to the full Document for those interested: http://www.mediafire.com/view/x4wenkvz7u2uhcp/In-depth_reimagined_kit_for_Karma_v0.03_%28read-only%29.pdf
#Thank you for reading and participating :)
would make
's ulti,
lantern even when it is simple some people don't remember to click on lantern vs Karma's "did you know, while spirit bond you can hit enemies with the tether?".
as an example )
passif (giving her X hp reg / 1% of her missing health) work... giveing her a good heal reg whene low in hp and giveing her a way to heal herself whitout her mantra Q?
... but whit the her X **HP **reg / 1% of her missing health just sond more like
But I'm gonna keep in mind of the suggestion if we make changes to her kit, if we come up with something new, chances are, we can properly make HP Reg. a part of her kit :3.!
but way better.