Karma Rework Concept
Hi all! Trying my hand at another rework for Karma to increase her skill ceiling, but maintain her original concept! TLDR at the bottom!
Passive- Spiritual Connection When Karma affects an enemy or ally champion with an ability, they are marked with Affinity for 4 seconds. While marked, Karma’s next ability can be cast from either Karma, or from a champion with Affinity, depending on which target is closer to the selected target/location. Champions cannot be marked again for a short time after their mark is consumed. Spirit Bond/Unbreakable Path cannot be cast from and onto the same champion.
| Cooldown: 30/26/20|
Q Inner Flame Karma fires a ground targeted blast of energy, that explodes at the target location, dealing 80/110/140/170/200 (+ 25% AP) magic damage to enemies in a small radius. Gains 0/0/0/1/1 charges. If the projectile passes through an allied champion or explodes with an allied champion in the area of effect, they gain 25/30/35/40/45% Movement Speed for 1/1.3/1.5/1.7/2 seconds.
RQ Soulflare
Doubles the explosion radius and leaves a zone for 3 seconds that deals 20/40/60/80/100 (+50% AP) magic damage every second for enemies that remain in the radius. The speed bonus duration does not begin to count down until allies leave the area of effect.
| Mana Cost: 40/45/50/55/60 | Range: 950 | Area of Effect: 280/560 | Cooldown: 12/11/10/9/8 seconds |
W Spirit Bond Karma targets an ally or enemy to create a tether between them for up to 3/3.5/4/4.5/5 seconds, slowing enemies by 20%. Tethered enemies take 10/15/20/25/30 (+60%AP) magic damage each second. If an ally is tethered to Karma or another ally, both are healed by (5/10/15/20/25% damage dealt to champions)+ (+5% of their missing health) each time they damage an enemy champion. If cast through an enemy/ally with Affinity, they are linked with the target instead of Karma.
RW Unbreakable Path
Once linked, the tether cannot be broken unless Karma or any of the tethered champions die. The slow is increased to 40% on enemies, but all other slowing effects on the enemy are negated for the duration of the ability. If cast on an ally, both Karma and the ally increase the base healing value by 1% each time they damage an enemy champion up to a cap of 10/13/15/17/20%. If Karma tethers to an enemy, she still gains the healing effect.
| Mana Cost: 55/60/65/70/75 | Range: 700| Break Range: 750/? | Cooldown: 16/15/14/13/12 seconds |
E Soul Shroud
Karma gathers energy for up to three seconds, before shielding herself or an ally from 40/60/80/100/120 (+ 25% AP) for 1.5 seconds, to 70/90/120/140/170 (+60% AP) for 3 seconds. Reactivating the ability instantly casts the shield for the current charged value. This ability can be interrupted.
RE Soul Burst
Increases the base shield value by 20/40/60/80/100 (+50% AP) and causes a wave of energy to burst from the shielded target damaging enemies near it for 50/70/90/110/130 (+40% AP) damage. The radius of the damage wave increases the longer the ability is held.
| Mana Cost: | Range: 100-500 | Area of Effect: 250-550 | Cooldown: 10 seconds
R Mantra (Passive) Every time Karma damages an enemy with an ability, she reduces the cooldown of ##Mantra## by 1/1.5/2 seconds. Enchanting allies grants cooldown for each second the target is shielded/empowered for half-value.
(Active) Karma empowers her next basic ability for the next 8 seconds:
Soulflare: Create a damaging area that deals periodic magic damage over time, and hastes allies Unbreakable Path: Creates an unbreakable tether between an enemy or ally Soul Burst: Charge up a shield on a target that release a wave of damaging energy
| Cooldown: 45/42/39/36 seconds |
Overall, I've reduced Karma's base damage/scaling damage values initially to make sure she isn't overpowered.
The biggest gameplay change is with her new passive. I wanted it to be a reflection of her lore as a spiritual entity; that even within enemies, she can find utilize fragments of their spirit to work through.
Now, when Karma damages an enemy, or empowers an ally, she can follow up with extended range on her next cast. This gives her the opportunity to be more of a threat to a backline in late-game teamfights, or to support allies on the outskirts of a fight. After consuming a mark, Karma will not be able to cast an ability through that target for a long time, so decision making is crucial.
Karma's Q is now ground-targetable, but her base damage/AP scaling has been cut due to the fact that she gains a charge when she's almost maxed out the ability, and has her haste buff swapped from E onto Q. Synergy with allies will be even more important, as Karma will need to rely on allied crowd control for the maximum damage on RQ. Karma players will also need to make decisions on whether to use Q to harass enemies, or empower an ally; good positioning will allow her to do both.
The root has been removed on W, and added more proactive functionality to the ability. The tether slows and deals periodic damage to enemies, and adds a healing component when linked with an ally. It's up to you and your ally to attack enemy champions to get as much healing as possible; heavy crowd control can completely mitigate the healing effect. RW adds a unique feature into the ability, by making the tether unbreakable no matter how much distance, or abilities used like Zhonyas. Only the death of a linked champion can break it early.
I feel one of the most common arguments against Karma's old shieldbomb was the lack of counterplay. This has been rectified, by giving Karma the option to "charge" the shield up to a cap for increased shield value and duration. While she can still move, this allows enemies to either escape the damage radius, cc her to cancel the ability, or try to burst her down to make her recast for a weaker shield/lower range. Now there's more skill expression for Karma players, but also opportunity for good enemies to counter.
Finally I tweaked Mantra a little bit, adding in her old passive, but nerfing it slightly. Now, only abilities can proc the cooldown reduction instead of basic attacks, and the overall cooldown reduction at later levels has been reduced. To compensate this, every second that an ally is under a beneficial status effect from Karma grants cooldown reduction at a half value.
Overall, this makes Karma much easier to gank, as she no longer instantly gets the shield, and has to choose between damaging the incoming enemies, or casting Q at her feet to gain the movement speed proc. But in the late game, the frontline can't mitigate her damage as easily, as long as she is able to effectively aim her spells through allies/enemies. This gives Karma more of a skill ceiling, while still giving good enemies chances for counterplay.
Let me know what you all think!
TL:DR
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Old passive added to Mantra; new passive allows Karma to cast an ability from a marked target if they are closer to the intended target
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Q slow removed, base/scaling damage reduced, now ground-targetable, and gains a bonus charge when you level the ability up to 4. Hastes allies in projectile path/detonation range
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RQ explosion radius increased, leaves zone that deals damage every second and hastes allies in zone
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W no longer roots, now slows, and deals damage each second. Can be cast on ally, to heal based off the damage they deal to enemy champions
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RW tether cannot be broken except for death. Increases slow on enemy, but negates other slowing effects during duration. For allies, increases base healing value each time you damage an enemy champion.
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E haste effect removed, ability can be cast instantly for base value, or increased by channeling for up to three seconds. Can be cancelled by enemy crowd control. Shielded allies reduce Mantra cooldown while shield persists
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RE adds shieldbomb, with range based on how long the ability is channeled