Karma Passive Rework - Giving her a REAL Passive [Take #2]

Arakadia·7/9/2016, 8:35:55 AM·2 votes·345 views

Currently Karma's passive is a lazy excuse that should be on her ult. I believe she needs a VGU to fix thinks like completing her model, giving her a shield and haste animation, and finishing her ultimate's quote upon activation. Shield bombs sound like they could return now that Karma's passive and ultimate has been changed.


Anyway, here's the passive:

P: Dual Balance: Karma's Mantle of Decorum is made up of the two legendary dragons of Ionia: Auro and Lios, each who represent an offensive stance and defensive stance. Every time Karma casts an ability her Mantle spins and pulses with energy, indicating that she has changed stance. After casting 3 within 2.75 seconds, the first spell cast will be reset.

Offensive Stance [Auro]: Casting a damaging spell on an enemy will apply "Spirit Struck". Enemies with "Spirit Struck" who are damaged by another damaging spell of Karma's will take bonus damage which bounces to enemies nearby and spreads "Spirit Struck". Enemies marked with "Spirit Struck" have reduced magic resistance. Inspire gives allies the "rage" effect on spells and basic attacks.

Defensive Stance: Lios: Casting Spells In Karma's Defensive stance will have unique effects:

  • Inner Flame: Damaging an enemy champion with Inner Flame will release brilliant energy from Lios's idol, which jumps to nearby allies healing them for a percentage of the damage dealt.

  • Focused Resolve: If cast on an ally: Damage dealt to the ally will be reflected to Karma. If cast on an enemy: Damage dealt to Karma is reflected to the enemy that is linked.

  • Inspire: If the shield is completely destroyed a portion of it will be reapplied.

Mantra will cause Karma's next spell to have bonus effects and benefit from the Offensive Stance and Defensive Stance.


Along with a new passive Karma has an updated W:

Focused Resolve: Karma creates a bond after a delay between an ally or enemy champion champion. Karma can cast this spell on minions and movement speed stolen will be given to her instead. Minions cannot break the link however.

Ally cast: Karma creates a clothesline link between an ally. Enemies who pass through the link have their movement speed stolen, given to the ally, and take damage.

Enemy cast: Karma creates a clothesline link between an enemy. Allies who pass through the link break the link rooting and damaging the enemy champion instantly. If the link is not broken, it roots after a delay and deals less damage.

Mantra Bonus: All roots and damage are increased. Enemies who break ally bonds are stunned.


Thanks for your time. Karma really needs a identity and this passive helps increase her skill cap as a spell weaver. Constructive criticism is always appreciated.

3 Comments

SilverSquid7/9/2016, 6:48:05 PM2 votes

Hey there my friend. I would've found this either way, but thanks for making sure I see it :)!

First of all, and maybe the downfall of this suggestion; This is very complicated. If not to say "overloaded". The trick with game design is to make very simple things that can combine in a lot of interesting ways. Take Anivia for example. Her kits seems really boring, but there are small things to mastering her. Using the wall to make someone walk into your skillshot or ultimate, activating her skillshot AFTER passing through an enemy.... All of this make her interesting, not some superficial values.

Orianna similarly has a "move" command, a "AoE/slow" command, a "shield" command and a "wombo" command. They seem simple and boring by themselves, but are really hard to master with the ball movement and combining the slow-speedup with your passive for example.

What I am trying to say is this: Karma's spell descriptions are already long. Mostly due to the Mantra bonus. Adding all of what you just wrote into a spelldescription seems near impossible. And it would make her more thematic, yes, but from a gameplay perspective, would it make her more intersting? Would it allow for special interaction between the abilities in her kit?

Her passive does that, yes, but it seems forced. Also, what is a "rage" effect? This new design forces people playing against her to learn a new mechanic (Spirit Struck), new animations (Decorum changes) and a plethora of spell animations (difference between Auro und Lios W for example) to properly play against her. This is a HUGE burden, especially for new players.

I know Karma currently lacks a lot and I adore that you want to do a lot with her, but it's probably a bit too much for one ability^^. Try finding an interesting passive, that makes combining the different spells with each other more intriguing. Try to make her W simple to understand, but interact with the spells in a meaningful way. I know, it's high level-game-design I am expecting here, and it probably isn't fair to ask such a thing from a fan-made creation, I am just trying to push you to make those reworks better still :)!

And as you can already see; not many people read this and/or voted, because it was hard to digest, even with your high level editing skills.

WHAT I LIKE

  • Ludens heal
  • Damage redirection
  • Alle/enemy function W
  • Trying to implement some Old Karma feeling
  • Formating

WHAT I DISLIKE

  • It's VERY complicated. It tries to do too many things at once.
  • It's too much to fit in a spelldescription box.
  • E refreshing doesn't do much more than just making it stronger, but in a hidden way
  • Stun on RW, I don't think hard CC is the way to go for Karma

I hope this helps in at least some way. Thank you for trying and working for my favourite champion!