Karma Rework For Old and Current Players (WIP)

TheySeeMeWardin·4/21/2018, 10:43:38 PM·18 votes·8,488 views

Karma - KARMA

PASSIVE - SHE PROTEC, SHE ATTAC

  • Karma will constantly be switching between two passives: Ebb and Flow.
  • Ebb: Karma's next heal or shield is stronger. Karma's passive becomes Flow once she uses the bonus heal/shield buff.
  • Flow: Karma's next damaging ability deals extra damage. Karma's passive becomes Ebb once she uses the bonus damage buff.
  • Her passive will go on cool down for a few seconds (cannot be procced) after switching from Ebb to Flow (or vice-versa). This is for both balance and clarity for enemies and Karma players alike.

Q - INNER FLAME

  • Same as live.

Q + R - SOUL FLARE

  • Karma's empowered Q shoots a linear projectile that explodes damaging enemies in a small radius. It then creates an area of "sacred ground" that slows enemies and detonates 1.5 seconds later. Soul flare gains additional affects based off Karma's passive state (when she cast the spell).
  • Ebb: The detonation of "sacred ground" heals allies in the area.
  • Flow: The detonation of "sacred ground" damages enemies in the area.
  • Karma can also choose the length of the ability rather than having it always exploding on enemy impact or once it reaches the end of the cast length. The cast indicator will look similar to Anvia's Q. http://2.bp.blogspot.com/-Ct6O6QUYbIU/VCrG-AfK2tI/AAAAAAAAaEk/2CHprxh0W8o/s1600/2222.jpg

W - FOCUSED RESOLVE

  • ?

W + R - RENEWAL

  • ?

E - INSPIRE

  • Same as live.

E + R - DEFIANCE

  • Target ally gains a shield and a movement speed buff. Defiance gains additional affects based off Karma's passive state (when she cast the spell).
  • Ebb: Allies in the radius of the target gain a shield and movement speed.
  • Flow: Enemies in the radius of the target take damage and are knocked back from target origin.

R - MANTRA

  • Same as live.
  • NEW Passive: Mantra's cool down is lowered every time Karma damages an enemy.
  • Ultimate will eliminate passive cd.

VISUALS http://static.playinter.com/data/attachment/image/2013/04/02/1364894972.jpg

  • Karma's twin dragons that are located behind her will have two different colors in this rework.
  • While Ebb is active the Jade (green) dragon will glow. All of Karma's abilities will be primarily green with a purple accent. While Mantra is active, Karma will also glow green. http://www.team-dignitas.net/uploads/tinymce/images/mantra.jpg
  • While Flow is active the Orchid (purple) dragon will glow. All of Karma's abilities will be primarily purple with a green accent. While Mantra is active, Karma will also glow purple (No Image Available)

So tell me what you guys think, would love some feed back on this and maybe some suggestions for Karma's W. I have other reworks I've been working on if you're interested.

21 Comments

snake patroller4/22/2018, 4:01:03 AM7 votes

Passive: If an enemy champions shit talks or BM's you or your teammates, they will later be disconnected from the remainder of the match. Karma.

IxtaliKing4/21/2018, 11:50:49 PM4 votes

Passive - The fundamental idea behind this passive is pretty cool, would be nice to have a passive which includes her defensive aspects.

RQ - A heal on RQ doesn't work on current Karma as it causes the problem you've run into in your rework - there's nothing left for RW. I've seen many Karma rework suggestions over the years that have tried to make that work, and most end up essentially being reverts to old Karma.

Being able to set the distance for RQ is essential imo, but I think a better example for the cast type would be Vel'Koz or Lux E; Anivia's Q (like Shyvana's R+E) gives the impression that the spell will still deal damage to a unit if it goes through/passed it. The Vel'Koz/Lux Es make it clear the spell only strikes in the targeted area.

W - Perhaps an ally cast, something simple like scaling damage reduction for Karma and her target ally?

RW - If the heal is left here then a simple solution would be healing an ally. Having to make that choice for a single probably frees up more power budget than if it were AoE.

RE - The knock back is a little too Janna. Karma's never had a displacement in her kit before, and given the way her power is distributed - it's hard to justify.

FilDaFunk4/22/2018, 1:41:44 PM2 votes
  1. Passive needs a new nameNami Possibly yin/yang variation.
  2. Q: choosing to heal or damaging with her q seems to be tricky to aim - more so if we'd have to ult to heal (possible waster if it's a skillshot)

Why exactly does she need a rework? A shield bomb is the only real addition here.

Caretaker Jack4/22/2018, 11:31:23 PM1 votes

what exactly is wrong with Karma??

She fits in the meta, has great visuals, and shes even versatile... Why would riot change any aspect of Karma over:

Amumu Annie DrMundo Fiddlesticks Kayle Kennen Mordekaiser Malphite Pantheon Rumble MonkeyKing Veigar Vladimir Udyr Varus Zilean Morgana Chogath Corki

... Or any of the other champions they promised to update? Like, some of these guys have ugly models, some suffer with incomplete updates, and a few are drastically in need of reworked kits.

SeaChange4/23/2018, 12:43:48 AM1 votes

I love your ideas of bring out her duality, but I feel like her passive needs clearer skill expression. I like that it adds decision making, but I don't like that if I want to use the ER knockback, I need to have the right passive up. Maybe recasting her ulti can toggle between the differents passives?

Vanjie4/24/2018, 7:23:55 AM1 votes

Now to comment about the thread and not the neanderthal telling everyone Karma doesn't deserve a VGU or rework. For Karma, I feel like this is just over complicating things and would alienate new Karma players who already love her. It's actually really cool though and I like it a lot. More realistic changes would probably be:

  1. Making Mantra Q ground targeting and not blocked by minions.
  2. Giving Mantra W a ally function such as damage mitigation on allies or clothesline mechanic back.
  3. Give Mantra E back shield bomb when Karma casts it on herself and group shielding when cast on allies.
  4. Replace her current passive to R and give Karma a 3 to 4 hit passive that procs off of auto attacks and the last hit shoots out a tiny burst of energy. With Mantra active it does more damage.
  5. Work on Karma's running and shield casting animations and give a new VU to her W and mantra W.
Rico Nasty4/22/2018, 1:23:55 PM1 votes

Karma main checking in. This is a bit overloaded. I love the overall concept, however. LOVE the RQ and Passive. However, like someone else said I think her RE feels a little Janna-y. Maybe have damage and a slow instead of a damage and a knockback when it's in flow? Then it's the exact opposite of shield and MS boost. For her W, I have an idea: W - FOCUSED RESOLVE: Karma tethers to an enemy or ally champion. If tethered to an enemy champion, deals damage to them over a period of time (I'd just say same damage and time as what's on live) with a root at the end (also same as what's on live). When tethered to an ally champion, speeds them up and increases attack speed. RW - RENEWAL: Karma tethers to an enemy or ally champion. If tethered to an enemy champion, slows them, damages them, and decreases their armor and magic resist for a period of time, and roots them at the end. If tethered to an ally champion, speeds them up, heals them, increases attack speed, and increases armor and magic resist.

PokladnicaZla4/22/2018, 7:28:14 PM1 votes

Idk about the knock back on her E . It feels like it gives her too much peeling with her slow,MS and snare.