Karma the Enlightened One [ V3.0 ] -Wall ahead!
Hello :)
First off,i know im pretty late to this type of discussion and far to late to do aynthing about it,but i still made it to bring this topic out of my head and relief my soul.
So why was Karma reworked?
RIOTRunaan: *What were we looking to improve with Karma?
The connection between Karma's motif and playstyle was never as clear as it could have been. She didn't have a distinct theme that tied everything together and brought out the badass spiritual leader she is in her lore.
Ionia is a land that has suffered greatly. The ongoing struggle has taken its toll on Karma's calm, composed demeanor. We wanted to evolve Karma's personality to suit her place in a nation filled with internal strife and awakened ferocity.
What have we done to address these issues?
Karma can now manifest her inner spirit and willpower as powerful magical energy. With her inner flame she can inspire and protect her allies, damage foes and manipulate the spiritual bonds between those around her. We've also taken her Ionian ties a step further: her magic springs from the crest of twin dragons in her mantle, literally and figuratively transforming her into a symbol of her homeland.
The changes we've made have given new life to Karma's title, "The Enlightened One." In the past, her title conveyed her serenity and calm. Now, it represents the enlightened path she's found for Ionia: a new path, merging the spiritual traditions of Ionia with the nation's newfound strength.
Finally, we've given Karma new VO that conveys her internal struggle and intensity. Karma's attempting to unite a wounded and divided nation, which is no easy task! We want you to believe she's got the inner strength—and inner flame—that it takes to persevere.
Conclusion
Karma's now the powerful Ionian leader she was always meant to be. Through her determination and indomitable spirit, she's set to rebuild Ionia and inspire her people to greatness.*
Scarizard: *Old Karma had issues. What were they?
Karma's kit was in a weird place, but her ultimate was especially problematic. Her base abilities didn't feel impactful and only felt effective when supercharged by Mantra. On top of that, when Karma had two charges of Mantra, we had to make both of them weaker to compensate for players double casting empowered spells.
The changes we made to Karma's kit focused on making each decision fun and meaningful while giving her abilities the focus they needed to perform her intended role. We kept the "empowering"-type gameplay of Mantra, but instead of waiting around for it to recharge, Karma's basic attacks and abilities now lower Mantra's cooldown. This rewards aggressive play so you can "buyback" her ultimate. Also, we gave Mantra a single charge to pump extra power into each cast. We also made sure Mantra empowers Karma's abilities in drastically different ways, leading to more impactful decision-making and a better feeling of accomplishment when you pull off the right move at the right time.
Why was she hard to place in team comps?
Karma had the offensive tools to support her team in small skirmishes but not the powerful defensive abilities she needed to protect a team. Also, her all-purpose abilities are so broad they never felt like the right choice in any situation. All in all, Karma lacked direction.
Why isn't Karma fun?
The effectiveness of Karma's abilities relied too heavily on your teammates knowing all their nuances. No matter how hard you were carrying with Karma, your teammates had to be just as good with her for you to be super effective. When an ally's confused about whether or not he should run from or pass through your Spirit Bond, we probably made a mistake.
What did we like about Karma?
Despite all the Mantra hate we've got going on, we actually think the concept is pretty kickass. It's unique and character-defining to old Karma, and augmenting her abilities with an immense surge of Ionian will is visually and thematically fun. We also liked how Karma could turn the tables on her opponents with abilities that provided defensive bonuses and had hidden offensive power. Finally, Spirit Bond's "clothesline" gameplay is really cool, but it'd work better on a tank champion that has an easier time jumping into the fray.
Karma's new role
Originally envisioned as a support, Karma's fringe successes actually came from players using her in the top or mid lanes as an AP burst mage with support abilities, much like ZileanSquare.png Zilean or MorganaSquare.png Morgana. We like this direction and want to encourage you to boost both her offensive and support abilities by building AP. We also want to make sure she can hold her own as a solo or with a lane partner.
Finally, we've updated her skills so allies are reliant on Karma, but Karma's not reliant on them. She's got enough power at her fingertips to feel strong as a mage or as a support without teammates having to work in perfect concert for you to be effective.*
Another Support got gutted because she did well in solo lanes,instead of a support lane. Suprise-Kappa... She has seen 2 paths(top&bot) and saw another between (mid).
OLD KARMA: Old Karma was unfun (according to RIOT) for being to confusing for teammates.Sadly i wasnt playing Karma pre-rework. Why? Well i didnt know she even existed.Underplayed and i was still a scrub.Saw mostly champions that were played 24/7. Was pre-rerok Karma bad?Yeah.She was bad because if you were the enemy taking her low,was a brutal mistake.Giving her AP while having rabadons was a real mistake.
NEW KARMA New Karma is more impactful,(cant speak for others)but i dont feel good while playing with/against her.With her i dont feel the satisfaction unless i play her full AP mid and drop a 1000 damage nuke into the enemy squshies. Against her,she is jsut annoying to catch(slow,snare,shield+MS buff) and dem HUGE NUKE!?I mean dont you learn from Xeraths and Nidalees flaws?Giving somebody a long-ranged,undodgeble nuke is toxic and unfun for the player facing her.
PREPOSED REWORK: UNITING OLD&NEW KARMA:Seeing 2 paths and making one between. Hopefully this will make new&old -Karma players love and enjoy her more.
PASSIVE: * Gathering Fire* When Karma use her abilities on an ally she reduces the cooldown of Mantra for* 0.75* sec,while damagin an enemy with her abilities reduces the cooldown of Mantra for 1.25 sec.
R: Mantra Karma empowers her next ability with in the next 8 second,adding additional effects.The empowered abilities share the same CD as the basic ones. Mana cost:No cost CD:45/42/39/36
**Q **: Inner flame ACTIVE: Karma sends forth a wave of spiritual energy from her hand/fans, dealing magic damage to units in a cone in front of her. MANTRA:Soulfire Inner flame will heal allies in a cone by a % of their missing health and deals increased damage.
Mana cost:70/110/160/190/220(+50%AP) CD:7/6.75/6.5/6.25/6 Mantra damage damage:90/130/170/200/230(+55%AP) Heal:5/7.25/10/12.5/15% of missing HP(+1% for every 75 AP) Range:700
W : Focused resolve ALLY:Increased the allies MS for 3 sec(Cant be catsed on self). ENEMY:Deals damage over time and damages the enemy unit for 2 sec.
MANTRA:Renewal ALLY:The MS buff is fruther increased. ENEMY:The slow duration is increased,damage stays the same,while at the end of the duration the enemy is rooted. Mana cost: 70/75/80/85/90 CD:16/15/14/13/12 Movement speed modifier:10/15/20/25/30% Damage on enemy cast over 2 sec:50/100/150/200/250 (+50%AP) Mantra ally cast:20/30/40/50/60% Mantra enemy cast:15/20/25/30/35% Range:675 Root duration:1.1/1.2/1.3/1.4/1.5 sec
**E **: Inspire Karma shields an ally for 3 sec and cleansing crowd control effects upon casting. Mantra:Defiance Karma empowers her shield with spiritual power,granting her and every ally in 800 range of the primary target casted a shield.The shield/shields deal damag to enemis in range and cleasne the crowd control effects of the affected allies. Mana cost: CD:11 Range:800 Shield streanght:80/120/160/200/240(+50% AP) Damage:60/120/180/240/300(+40% AP). Mantra shields primary target :80/120/160/200/260(+75%AP) Mantra shields/secondary targets:60/100/120/140/160(+50%AP).
DIFFERENCE: Karma lost her nuke,but got improved waveclear.Her utility has greatly improved.She still has 3 damaging tools,which are now more balanced.Mantra+W/E isnt now inferior to Mantra+Q.Every skill has its own use and defensive and offensive capabilities. Short: Q poke in cone,no more slow.Pure damage ability. Mantra+Q same damage,but heals onyl allies.I think,this is the main reason why her Q dispeared.Having designed Karma(rework) as a midlaner her heal would be OP.Now the hela deosnt have a base value,it heals purely on the allies missing HP.
W:The enemy/ally cast is back again. Mantra+W,increased movement speed modifiers and a snar at the end of the duration on enemy cast:
E:Shield,but cleanse now! Mantra+E AoE shield+clanses CC.
R:Mostly stayed the same. Passive:Reduces Mantra CD when your abilities are being used on an ally or enemy champion.
Additional feedback is welcome!And thank you everybody who read the huge wall of my stupidity,i know it wasnt an easy task :D P.S Im sry for any grammatical erros,english isnt my mother language.