One last Hoorah. Yet another Karma rework concept
Eh, she's getting reworked pretty soon, and while I like a majority of the changes, I'm mostly sad they didn't decide to change her any more drastically. And of course, no shield bomb, but I digress.
I've made a LOT of posts detailing different itterations of Karma I've thought of over the years, some of them are good, most of them are bad, and one of them... One of them is just confusing to look at.
Anyway, for those of you who are curious about those I'll put links to them at the bottom, but I am here to do YET ANOTHER, beceause I'm bored, and I wanted to. So yeah. Anyway, lets do this.
Disclaimer: I'm not a professional, these proposed numbers are probably ridiculous, so if you want to criticize anything criticize the ideas and not the proposed numbers.
ABILITIES
Passive: Gathering fire
- Karma stores a stack of Gathering fire every 10 seconds, up to a total of three.
- Auto attacking enemy champions, large, or epic monsters consumes a stack of gathering fire, launching a magic bolt that deals 20 (+ 7 per champion level)
(30% AP)bonus magic damage and lowers Mantra's cooldown by 7/8/9/10% (scaling with Mantra's rank).
Q: Inner flame Mana cost: (same) Range: (same) Cooldown: (Increased from 7/7.5/6/6.5/5 to 8/7.5/7/6.5/6 seconds)
- Karma fires a ball of spirit energy that explodes on the first enemy unit struck.
- All enemies hit take 70 / 110 / 150 / 190 / 230
(70% AP)magic damage and are slowed by 25% for 1.5 seconds.
Previous scaling comparison
- 80 / 125 / 170 / 215 / 260 (60% AP) and 25% slow for 1.5 seconds
RQ: Soulflare
- Karma fires an even larger projectile, dealing 25 / 75 / 125 / 175
(20% AP)bonus magic damage on the initial hit and leaving behind an unstable zone. - [new] Karma can recast this Q mid-flight to detonate it early
- Enemies within the unstable zone are slowed by 50 / 55 / 60 / 65% for 1.5 seconds, and after 1.5 seconds the zone erupts, dealing 125 / 200 / 275 / 350
(70% AP)magic damage - [new] Additional ranks in Mantra increase the zone's area (Slightly smaller at rank 1, same size at rank 2, and bigger at ranks 3 and 4 ideally)
Previous scaling comparison
- 25 / 75 / 125 / 175 (30% AP) initial blast 35 / 140 / 245 / 350 (60% AP) On second detonation with a 50% slow
W: Focused resolve Mana cost: (Increased to 60/65/70/75/80 mana) Range: (Increased to 1000 units, then 600 units around initial target) Max tether range: Increased to 600 from 500 units Cooldown: Increased to 15 seconds at all ranks (can reduce its own cooldown)
- Karma selects two units and tethers them together for up to 2.5 seconds (Can select an allied/enemy champion, herself, or a large/epic monster)
- [new] Karma's tether now effects both targets tethered AND She can attach it to two separate targets or herself and another target.
- If Karma cannot find another unit to attach the second half of the tether to, 80% of the cooldown is refunded
- [new]: Karma can now move while casting focused resolve.
Allies/Karma
- while tethered, basic abilities that are on cooldown have .6/.7/.8/.9/1 second
(+.5 seconds per 100 AP)of their cooldowns refunded per half second. - 3/3.5/4/4.5/5 seconds
(+2.5 seconds per 100 AP)total cooldown refund - If the tether persists the full duration, this ability refunds
4/5/6/7/8%missing mana.
Enemies
- Take 50 / 90 / 130 / 170 / 210
(70% AP)magic damage over time, if the tether persists, enemies are rooted for 1.5 seconds.
_ Previous scaling comparison_
- 60 / 110 / 160 / 210 / 260 (90% AP) and a 1.4 / 1.55 / 1.7 / 1.85 / 2 second root.
RW: Respite
Allies/Karma
- Heal for 10 / 25 / 40 / 55_
(5% missing health)_(+12% AP)every half second the tether remains active. - total heal: 50 / 125 / 200 / 275
(25% missing health)(+60% AP)
Previous healing comparison
- (20% missing health) (+1% per 100 AP) twice.
Enemies
- Take bonus 75 / 150 / 225 / 300
(40% AP)bonus magic damage over the duration of the tether, and are grounded through the tether’s duration. - [Removed] No longer extends root duration
E: Inspire Mana cost: (Same) Range: (Same) Cooldown: increased from 10/9.5/9/8.5/8 seconds to 10/10/9.5/9.5/9 seconds
- Karma grants the target a 70 / 100 / 130 / 160 / 190
(50% AP)shield and boosts their movement speed by 30 / 35 / 40 / 45 / 50%(+5% per 100 AP)for 1.5 seconds
Previous comparison
- 70 / 95 / 120 / 145 / 170 (+ 50% AP) and a 40 / 45 / 50 / 55 / 60% movespeed buff_
RE: Defiance
- Karma overloads her shield, causing it to erupt from the target ally, granting all allied champions in the AOE an 40 / 80 / 120 / 160
(30% AP)bonus shield, and dealing 50 / 100 / 150 / 200(45% AP)magic damage to all enemies in the area. - [Removed]: No longer grants movement speed to adjacent allies.
Previous shield values
- 30 / 90 / 150 / 210 (60% AP) bonus shield on main target
- 21 / 28.5 / 36 / 43.5 / 51 (+ 9 / 27 / 45 / 63 w/Mantra rank) (33% AP) on adjacent targets
R: Mantra Cooldown increased to 40 at all ranks from 45 / 42 / 39 / 36
- [new] Passive: Hitting enemy champions, epic monsters, and large monsters with abilities refunds a portion of Gathering fire's cooldown by 6/6.5/7/7.5 seconds per unit hit.
- Karma empowers her next ability used within the next 8 seconds
- [Removed] No longer goes on a reduced cooldown if not used within 8 seconds.
REASONING
Passive Gathering fire
- I actually like the proposed changes to Karma's passive. Putting Mantra on a charge system ensures that higher elo Karma players don't continuously abuse the innate passive we have today, while still giving a passive that lowers mantra's cooldown. But that’s about all this does, it doesn’t tackle any of Karma’s other problems. To combat this I added two things, one being more damage in Karma’s auto attacks to take away power from her base Q, and two, add the fact that abilities will instead lower the passive cooldown rather than Mantra's. This way Tank Karma's playstyle of weaving in auto attacks can be sustained without Killing it, AND karma gains a new damage tool that's not her Q. Speaking of which...
Q Inner flame
- It's the same, but it's worse. It's been nerfed in terms of base damage due to the new passive granting a new form of damage, it's been nerfed slightly in cooldown thanks to W's self interaction. Its AP ratio has been buffed as compensation, but it'll take 300 AP to get the same damage. Any more you'll get more, but any less and you'll get less. Though this is fair since Karma's poke is easily the one thing most people hate about her.
RQ Soulflare
- Again, not many changes. You can explode it early, the initial shot is slightly weaker, the explosion is stronger, and the slow/size scale. That's it. It's been buffed, but not in direct damage.
W Focused resolve
- It's been kinda reworked. Now Karma can choose exactly who gets tethered and when, I figure this plus the consistant movespeed buff on E, and the slow on Q could make for some funny ways to control enemy movement and enforce allied aggression. Imagine tethering an ally darius to the enemy ADC. Or tethering Rengar to the dragon to agro it on him, or tethering two enemies together and hitting both with an RQ for the slow into root combo, it has a lot of possibilities. The range buff is mostly so Karma can easily reach the first victim, but after that she needs to choose someone near them quickly or the ability simply goes on cooldown. The damage has been nerfed due to the new passive adding more damage AND the fact that it now has more utility and can attack two people at once. The DOT has been increased since now more DOTS won't lower Mantra's cooldown drastically. And finally I do like the ally interaction proposed by Nuerocat, but shaving flat seconds cooldowns is asking for trouble from other low cooldown abilities. Instead reduce abilities by a % of their max cooldown to prevent them from being too spammy. Also since the tether works both ways, Karma too get the % cooldown if she targets herself.
RW Renewal
- Heals still here, but it now has flat values to help AP and support Karma, and you can use it to heal other allies (which is why the % missing health got reduced so much). Enemies are still rooted, but now take more damage instead of getting rooted for longer. And I added an interaction to the ulted tether that old Karma had on her normal tether, the clothesline. (Not fond of it myself, but I saw an opportunity)
E Inspire
- Slight buff to shield because current shield is laughably weak. Slight nerf to movespeed on anyone who's not AP mage Karma. This is a buff to AP Karma and a nerf to everything else (Kind of)
RE Defiance
- No longer grants that large AOE movespeed that's such a balancing nightmare. It's now just damage and shieling all at once. the shield bomb is back, it's her least damaging ultimate, but it's there, the base shielding on adjacent allies is also slightly better even though the ratio's worse, and the main target gets wayyyyy less shielding, but honestly it's not the end of the world in exchange for the other buffs.
R Mantra
- The only real thing to note is the cooldown change. I figure keeping R on a static cooldown still works since maxing R will still make your ulted abilities better, and keeping R on a static cooldown would be easier to balance (since you could reduce the CDR by messing with the new passive anyway). it also actas as something that's a lot more convenient for pro's to track in terms of cooldown since only CDR and her passive will actually lower it.
Other concepts Most recent: https://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/AjFssB0Z-revertrework-concept-for-karma And another one: https://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/NsKaWzBI-karma-update-ideas And another one: https://boards.na.leagueoflegends.com/en/c/gameplay-balance/y1IB3X9e-karma-mini-rework-concept-take-3 Yup: https://boards.na.leagueoflegends.com/en/c/gameplay-balance/LGUBzT0O-karma-update-take-two The one I made while bronze: https://boards.na.leagueoflegends.com/en/c/gameplay-balance/p3XmvjE4-karmas-balancing