[Suggestions] Karma Gameplay Tweaks

#Hello there weary traveller, https://pre00.deviantart.net/fab2/th/pre/f/2013/345/7/c/the_enlightened_one_by_no_sabe-d6xkcgk.png You may are aware of the everlasting struggle of Riot to rework Champions to make them more fun, interactive, new, ~~overpowered~~, ~~overloaded~~ and flesh out their identity what they should be. In short: Make the Champions more like... them. Way back in 2013 there was this Champion, I think her name was **Karma**, who was to be relaunched. Many complained that Riot replaced her with another Champion, which of course is ~~not~~ true. However, there was hope. Until the 5.10 changes Karma still had her most **iconic** ability: Shieldbomb! Her Mantra's all offered increased damage, which flowed nicely with her (Battle?)**Mage** identity. But everything changed when ~~the fire nation~~ Riot attacked again: They removed the damage and her iconic Shieldbomb for "contextual decision making". https://img00.deviantart.net/03f4/i/2015/112/5/f/comic___expired_goods_by_kaleta-d5yrnl9.png ######(We DO miss our Shieldbomb!) It made her RE **bland** and spammy. It gave her the longest root in game, which just does not have a combo within her kit (she cant even place a puddle under the feet of enemies and watch them burn. No really. Believe me. I tried and never needed anything above 1.5 seconds for my abilities). Instead of giving decisions relying on the situation, Mantra is now bond more or less to the role Karma is played in. # **Which is why I have some suggestions to** * Improve her Identity as a Mage --> Mantra damage on W/E returns! * Improve her effective Range as a Mage --> Easier target accessing with RQ in close-mid Range * Improve her Skillexpression --> Shieldbomb * Make her less bland and give her new supportive options --> new W/RW _Note: Numbers tbd!_ ----------------------------------------------------------------------------- ># https://vignette.wikia.nocookie.net/leagueoflegends/images/6/68/Gathering_Fire.png **[Innate] Gathering Fire** * Mantra Cooldown reduction ~~2/3/4~~ --> 2 seconds. * _Note: Nerfed because of the other changes._ ># https://vignette.wikia.nocookie.net/leagueoflegends/images/4/45/Soulflare.png **[RQ] Soulflare** * **[changed]** Karma sends out spirit energy to target location, dealing ~~25/75/125/175 (+30% AP)~~ -> 15/40/65/90 (+15% AP) bonus magic damage upon impact and leaves a ~~250~~ -> 300-size cataclysm, which slowes enemies for 50%. After 1.5 seconds, the area detonates and deals ~~50/150/250/350 (+60% AP)~~ -> 75/190/315/440 (+90%AP) Magic damage to enemies inside. * _Note: Allows to access targets in close-mid ranges, but makes it harder to hit at long distances (current RQ is easiert to hit at maximum range). Also some backloaded damage to make the second half more important._ ># https://vignette.wikia.nocookie.net/leagueoflegends/images/0/0c/Focused_Resolve.png **[W] Focused Resolve** * **[new]** Karma can bind to an ally, which will grant them both 20/25/30%35/40% damage reduction for the duration of the tether. * **[changed]** Roots enemies for ~~1.00/1.25/.150/1.75/2.00~~ --> 1.50 seconds * _Note: Less bland. Enemy function (damage) remains intact._ ># https://vignette.wikia.nocookie.net/leagueoflegends/images/2/2a/Renewal.png **[RW] Renewal** * **[changed]** heal: ~~20% of missing health~~ --> 30/60/90/120 (+30% AP) increased by 3% for each 1% Karma or the target ally is missing. * **[new]** When bond to an ally, Karma heals the ally instead. * **[Removed]** Root Duration increased by 0.25/0.5/0.75/1.00 seconds. * **[New]** Renewal now deals 60/140/220/300 (+60% AP) extra magic damage over time when bond to an enemy. * _Note: Viable supportive-choice. Also makes it scale better with AP than HP. RW also has the damage reduction from base W._ ># https://vignette.wikia.nocookie.net/leagueoflegends/images/4/40/Defiance.png **[RE] Defiance** * **[changed]** Karma shields an allied Champion with Defiance, granting allies within 600 Range a 60% MS buff, ramping up over 1.5 seconds. After 1.5 seconds, the shield grants a 60/140/220/300 (+60% AP) shield to allies within range and emits a damaging nova with the same values. If it dealt damage to an enemy Champion, the full MS is also applied again to allies within range for 1.5 seconds. * _Note: Delayed Shieldbomb for counterplay. Best used in a fight instead of backline spamming._ ----------------------------------------------------------------------------- # **Thank you for your feedback!**
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