Karma - Forever a Divided Community?

[](https://cdn.vox-cdn.com/thumbor/SWX4kIs_T9i2uWuSnDfQ8taq0CY=/0x50:1440x833/1200x800/filters:focal(605x335:835x565)/cdn.vox-cdn.com/uploads/chorus_image/image/65476621/Screen_Shot_2019_10_15_at_9.10.31_PM.0.png) # _TL;DR: I present a kit that tries to take all different Karma players into account and then explain my choices. I believe unifying the community is a necessary step so Riot can safely work on her._ Two things are clear: 1. Karma needs work of _some_ kind 2. The community is _so_ split Riot hesitates to adress her I recently asked the community in a survey which path they want Karma to go. You can find the exact results here: [Karma Survey](https://boards.na.leagueoflegends.com/en/c/gameplay-balance/OEngcOLb-what-do-you-want-karma-to-become) Turns out roughly **40%** of people want Karma to progress towards **Twin Dragons**, **20%** want her to go back towards **pre 5.10**, another **20%** want changes inspired by **Old Karma** Roughly **10%** want her to stay about **the same**, while another **10%** want **everyone to be happy**. Without a clear majority, this split makes it near impossible to please everybody. However, analyzing it further, the _Twindragons_, the _Old Karmas_ and the _Allhappys_ all seem to agree that Karma is starving for _**flavour**_ of some kind. That makes **70%** of the playerbase, that seem to agree with Meddler, who once called her _"[functional but bland](https://boards.na.leagueoflegends.com/en/c/gameplay-balance/u8w2u3ka-why-hasnt-karma-been-considered-for-the-mid-year-mage-update?comment=0004000000030000)"_. But then again, no option was chosen the majority of the time, highlighting why Riot is hesitating to touch her. This is the reason I am in the _"please everyone"_ camp, because I think ignoring either side of the debate is a mistake. I have spent the last 4 years talking to as many Karma players as possible, learning all the different desires and visions about her. I tried to put all of that expertise into a single rework, creating something I perceive as reasonable common ground: https://euw.leagueoflegends.com/sites/default/files/styles/wide_medium/public/upload/LOL.com_.Banner.Article.KarmaReveal.jpg?itok=z0pjU2Pm > # A New Kit ######Values are rough estimations. Don't take them too seriously. # http://vignette1.wikia.nocookie.net/leagueoflegends/images/6/68/Gathering_Fire.png/revision/latest?cb=20130929122919 P - Balance in All Things Shield- and healingpower also increases Karma's magic damage. Every **15s** Karma readies a charge of **Gathering Fire**, which causes her next Basic Attack to deal an additional **15-80** (level dependent) (+10%AP) magic damage, increased by **1%** for every **1%** health Karma is missing. While below **50%** of her max health, she also heals for that amount. Whenever Karma or a nearby ally gets damaged by an enemy champion, this ability instantly recharges. _________________________________ # http://vignette4.wikia.nocookie.net/leagueoflegends/images/a/ad/Inner_Flame.png/revision/latest?cb=20130929122920&format=webp Q - Inner Flame Unchanged. # http://vignette4.wikia.nocookie.net/leagueoflegends/images/4/45/Soulflare.png/revision/latest?cb=20130929122923&format=webp RQ - Soulflare Instead of exploding on impact, now harmlessly travels to a target area where it detonates, applying **Inner Flame’s** damage and slowing enemies in the area by 50%, while also healing allies in the area for **50/100/150 (+1 for every 20AP)** increased by **3%** for every **1%** health they are missing. After **1,5s** the area explodes again, applying all effects a second time. _________________________________ # http://vignette1.wikia.nocookie.net/leagueoflegends/images/0/0c/Focused_Resolve.png/revision/latest?cb=20130929122918&format=webp W - Bond of Souls Karma links two targets with spirit energy for up to **2s** or until they are separated too far. Enemy anchors and enemies touching the tether take **20/35/50/65/80 (+30%AP)** magic damage every **1s** (3 ticks). Allied anchors gain **10/15/20/25/30** bonus resistances while being tethered or touching the line (the effect lasts for **1s** after touching it). # http://vignette2.wikia.nocookie.net/leagueoflegends/images/2/2a/Renewal.png/revision/latest?cb=20130929122922&format=webp RW - Empathic Visions Allies affected by the tether take _~~40% (+1 per 50AP)~~ reduced damage_, while affected enemies take _~~30/35/40% (+1 per 50AP)~~ increased_ damage. Increases tether duration to **3s**. _EDIT: Since people kept tumbling over the EXACT values, just imagine any value you deem reasonable. Maybe even with a cap._ _________________________________ # http://vignette4.wikia.nocookie.net/leagueoflegends/images/c/c4/Inspire.png/revision/latest?cb=20130929122920&format=webp E - Inspire Unchanged. # http://vignette1.wikia.nocookie.net/leagueoflegends/images/4/40/Defiance.png/revision/latest?cb=20130929122917&format=webp RE - Defiance The target gains **40/50/60%** bonus movementspeed and **100/250/400 (+40%AP)** shield that decays over **1s**. When the shield is gone it explodes, dealing **130/200/280 (+60%AP)** magic damage in an area around the target. Hit allies are sped up for **2s**. The bonus movementspeed, shield and damage increases by **1%** for every **1%** health the initial target is missing. After the explosion, **Inspire** is applied to the initial target. _________________________________ # http://vignette3.wikia.nocookie.net/leagueoflegends/images/7/76/Mantra.png/revision/latest?cb=20130929122921&format=webp R - Mantra ~~Available at lvl 6 now.~~ _EDIT: Judging by the feedback I think enough Karma fans feel bad about this change, which I think is fair. It's been something she had since Season 1, which needs to be respected_ The first time Karma affects another champion or big monster with a spell or **Gathering Fire**, Mantra’s cooldown is reduced by **2s**. Affecting champions or big monsters beyond the first instance reduces the CD by **1s**. https://66.media.tumblr.com/3096f10173ca25fda15d8147a2333856/tumblr_p3928mARsv1ufm3tmo1_400.jpg > # Okay But Why Tho **The Passive To Unify All Passives** I believe Karma needs something to keep her damage identity throughout the game even when building support items. Scaling magic damage based on shield/heal items would not only allow that, but also give sololane Karma unique building paths. As a (battle)mage she does need some sustain and sustained damage however, so I think an AA passive similar to Orianna, Zoe or Lux makes sense. The karmic touch kicks in during fights - especially teamfights - and allows her to sustain/avenge through them, while keeping her tame in lane. Additionally, it marries all available concepts of her passives; Old Karma (strength at low hp), Current Karma (AA weaving) and NeuroCat's suggestion (less frequent but more meaningful actions). **What the Q** Putting values aside, base **Q** is generally a functional spell, so I want to keep it the same. However, **RQ** is full of problems; nearly all of Karma's damage in a single projectile is unhealthy design. Additionally, it's unreliable to hit (random minions etc) but also rough to dodge sometimes. Allowing Karma to always hit where she is aiming is a necessity for making her a more reasonable mage. At the same time, a slight tweak to the travel speed should make it easier to dodge at max range, in exchange for being able to hit behind minions. Moving the heal to RQ is an admitted nod to Old Karma, but not a random one; I believe that both duality and group protection should stay Karma's strengths, but I feel heals are more healthy than shields. Especially when Karma's heals are defined as emergency heals, making them inefficient at high hp, but clutch at low hp. This nails them down as in-combat heals, making them necessarily interactive. The scaling should make **RQ** great at saving squishies, and only useful at low hp bruisers/tanks. **Karmaphone - Connecting People** Old tether was fun, but not functional, new tether is functional, but bland. So I took inspiration from Irelia's **E** (making them alike makes sense) and created something similar to both. I believe that connecting champions would instantly open up a ton of creativity, even if the effects are rather basic. With this Karma can tether to enemies (alt+w) and actually survive the tether duration, or link a bruiser to an enemy. Maybe even tether herself to an ally, hug a third and mitigate a huge AoE? Whether this is fair to play against depends on the ranges; casting range to target, casting range between targets and breaking range. That's tricky, but also has many balancing levers for Riot. Note that I removed the root; In practice the root was both unreliable and often felt bad to use and play against. Karma's strength shouldn't be CC imho, so this probably won't be missed. And yes, there is technically a tether touch mechanic at work here, occasionally rewarding Karma players for clever positioning, but it's more of a bonus; aside from waveclearing, most of the time the anchor damage is what matters. So choose your targets wisely. **Shielding and Bombing** I feel like a retaliation mechanic needs to be on Karma's kit, simply for the karmic flavour. We know that old shieldbomb can't return in this way, a small delay for counterplay must be there; however I believe that Karma should have at least some agency about it! If she manages to block a high damage burst she can instantly trigger the shieldbomb. To make this work at all levels/builds, the shield must be fully mantra dependent; but having mantra abilities mainly scale with mantra, not the base spell, seems to me the most logical in making every mantra always a viable decision throughout the game. Since **RQ** gained group protection, I don't think it's too harsh to remove the AoE shielding. In a world of Ardent Censer and her machinegun mantra this has proven to be both boring and toxic. I have played hundreds of games where in a lategame teamfight my mantra was off cooldown before my E (which had a ~5s CD at that point), allowing me to RE 3x times before the fight was over. And the flaming started. Which was fair. It's BS. I'd rather have Karma do something meaningful once or twice per teamfight, than _this_ oppressive shieldbotting. Protecting a single carry and nuking the assassin for example. Karma used to have the strongest single target shield once anyways, so a tad bit of that identity could return to her... **Can Mantra Make Sense?** Karma used to be a champion with lvl6 abilities (before Jayce stole it, that devious yet attractive bastard), making her base spells naturally exceed those of other champions in the lategame. Her iteration in **Legends of Runeterra** is also lategame focused. Even her lore speaks of power that seems to take its time. That Karma has gained an early game identity is thus baffling. It probably was by accident, because during her rework, they wanted her mantra to be more flashy and impactful, but didn't want to push it into later stages. I do believe that a more functional W and a damage based passive will make for a more healthy earlygame, than that short lived lanebully nature that nosedives into a crater after the enemies hit lvl6. I don't... _strongly_ believe it is necessary, but I think there are clues that it might be more healthy to have mantra at lvl6. In exchange for other goodies, that is. **What About the Twindragons, bro???** I know I started this talking about how 40% of people wanted twindragons and 70% wanted (probably visual) flavour.... so what gives? Well... my main concern is gameplay. However, I did try to create something that would work WELL with twindragons; Circling twindragons around **RQ's** zone, twindragons each hovering over the heads of the two **W** targets, and a dancing dragon above the head of **RE's** main target all make perfect sense to me. BUT if Riot just doesn't have the ressources for all the visual things (which is likely), I'd rather have them do something functional now and have the OPTION of upping her visuals a few years later, if they are as desired as it seems. https://66.media.tumblr.com/e098ba09ab85e81048141fe435f234ad/tumblr_oybxn2onms1wnet2to1_400.jpg > # THANK YOU! Thank you for reading. I know it's been a lot - again - but that's me. I wanna be clear and have a lot to say about Karma, so being precise is a challenge. If you like this rework, please upvote to make it seen, if you dislike something about it, please let me know in the comments! Even after 4 years I still love new input! If you think Karma needs work, but a rework is too much, maybe THIS could interest you: [Karma - Quick Fix](https://boards.na.leagueoflegends.com/en/c/gameplay-balance/RHn0ZE62-quick-fix-for-karma) Maybe you think the Twin Dragons deserve more respect, then you can look at this: [Twin Dragon Rework](https://boards.na.leagueoflegends.com/en/c/gameplay-balance/oxNbhh7j-a-detailed-post-on-karma-and-her-twin-dragons) See you in the comments! SilverSquid
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