Adricovy (EUW)
: Going to throw my two cents in here as someone who loves to play Karma [M7] and has been playing her for a few years now. I personally believe her current state isn't the primary problem, rather it's the symptoms. Why? Karma in game is very haphazard, and doesn't have a clear direction. Sure, one of her perks is she's able to fulfill many roles but it's not satisfying because why would you go Karma mid when Ekko, Lux, and Xerath do a better job? Support? Well bring out Lux, Brand, Zyra, etc. Top? Karma Tank top is funny, don't get me wrong. I personally love playing Karma Tank Top but she falls off hard if you get camped, or if the game gets dragged on for too long. Anyways, the root problem in my opinion is her confused lore. Originally, she was Karma, Duchess of Ionia, bad ass who could kick your face in while tending to a child. Her old kit did not reflect her lore as a 'leader' very well, per say, but it reflected her name, Karma. Attacking her meant she got stronger, her R + Q had a heal and attacked, and so on. When they reworked her they threw pretty much all but the leader part and made her a spiritual leader a la Avatar: Legend of Darha. I understand why they did this, as they named her Karma which has inherent spiritual connotations with Buddhism and Hinduism but her kit fell short of this spiritual leader aspect as well. It also didn't really carry much of the 'Karma' aspect. Looking at other champions such as Bard, Jhin, or Ornn, their artwork, lore, and kit all work together beautifully, and all three of them have clear roles they play in the game while occasionally being picked for an off role. (Bard Top/Jungle represent). Additionally, I would harken to guess that creating and balancing a kit around punishing an enemy for doing what they're supposed to do is nothing short of a **nightmare**. All in all, this has given birth to the Karma we know today, her kit is the poster child of a generic mage, basic projectile with explosion, tether, shield, and a buff ultimate, and this lack of direction in both her kit and lore has led Karma mains such as myself to embrace the Jack of All Trades role, and after patch 5.10 it has just been a series of nerfs and guts to the Jack of All Trades mantra we've taken up. There're obviously those who play Karma exclusively as a support or as a mid mage but I think the majority of Karma mains want to keep her at least semi-versatile like Lux or Brand, a mid-laner that can be brought as a support rather then a confused 50/50 in between. Also, as a little extra. The reason why the Karma community seems to be so fragile and snappy at everything that isn't inherently positive towards Karma is because like Ornn and skins, we've felt very ignored unless it's time for nerfs, and every time there's some hint, some glimmer of hope that Karma might get a rework, VFX or otherwise (Because good God, Karma needs a VFX rework at least), it's cancelled. So after a few years, people have become cynical and cling tightly onto whatever Karma has now. Now, for the solution: The first thing is, Karma's lore needs to be sorted out. I personally have no qualms with either version of Karma but there needs to be some sort of well written lore and backstory that plays in to her kit, not just some reference to blowing up a ship with her R + Q. The following kit suggestions/ability changes are based off which lore thematic Riot decides to put her through, while also trying to put a little bit of everything Karma was up to this point. **Of note, some of these suggestions/ideas may seem OP so feel free to rip those apart. I'm mostly putting these here as general ideas.** KARMA, The Enlightened One (Tank/Support) [Top/Support] Lore: One of the nobles of Ionia, whom loosely govern the islands. Upon the invasion of Noxus she was part of the resistance faction and was ousted from the council of elders, and so she took arms in order to regain her standing while also learning to depart from tradition. Passive: Inspiring Leader Karma's presence on the battlefield grants herself and nearby allies health and mana regeneration based on their missing health and mana (0.5% - 5%) In addition, any area of effect damage is reduced by 10% for Karma and her allies providing that both herself, and her allies were hit by the ability. Q: Fortify / Retaliation Karma grants herself 25% flat damage reduction, and 10/20/30/40/50 + 20% of Armour/Magic Resistance for three seconds. At the end of the duration she can unleash a bolt of energy dealing the damage and 100/150/200/250/300 + 25% AP she received during the 3 seconds. Karma is able to attack early, losing the bolt but still retains the buff until the duration is over. W: Disrupt Karma tethers herself to an enemy, dealing 30/60/90/120/150 + 10% AP during the initial tether and 10/20/30/40/50 + 10% AP for the duration up to 3 seconds. When the enemy is tethered they are silenced. E: Regroup When this aura is active, allies within 1230 units of her gain a movement speed buff 5%/7%/9%/12% + 1% for every Max. HP when running towards Karma, an ally, or an allied turret. R: Reconquest Karma marks out an area, enemies within this area are slowed, healing is reduced and they have their resistances reduced. Additionally, when enemies take damage from Karma's allies, they are slowed further, and have more of their protections removed. If an ally attacks the enemy while both of them are within this area, the ally's damage ignores all shields. KARMA, THE Enlightened One (Mage/Support) [Mid/Support] Lore (https://leagueoflegends.fandom.com/wiki/Karma/History#1st) Born a commoner, Karma lived her life out quietly in the southern provinces until the Noxian invasion. She learned of the great wellspring of magic that was previously unknown to her when she retaliated, and obliterated the regiment occupying her village. One of the few whom first spearheaded the resistance movement, she was used as an example, and as a figure head for the hope in driving away Noxus in the Placedium. Passive: Retaliate Karma gains additional 1 - 3.5 AP, 0.1 - 0.2 Attack Speed, and 1% - 2.5% Movement Speed every 1% of missing health. Additionally, when Karma loses 10% of her health, she gains a charge of _Dharma_ up to a maximum of three at any time. Q: Inner Fire / Blazing Will Karma launches a projectile dealing 100/125/150/200/300 + 60% AP and explodes on impact. If Karma casts this with a point of Dharma, she heals 0.33 1.00 of the damage dealt. (0.33 per point of Dharma) Blazing Will (R + Q) Karma launches a projectile dealing 200/350/400/450/650 + 60% AP, leaving a trial of flames that deal 10/15/20/25/30 + 5% AP damage a second. The projectile explodes upon impact, dealing an additional 100/150/200/250/300 + 40% AP to surrounding enemies. and leaves an area of flames at the explosion radius. The flames slow enemies. If Karma casts this with a point of Dharma, she heals 0.33 - 1.00 of the damage dealt. (0.33 per point of Dharma) W: Impose / Resolution Karma tethers herself to an enemy, dealing 20/40/60/80/100 + 10% AP every second, and for each second the tether lasts (up to a maximum of 5 seconds), they are then rooted for 0.25 seconds for every second the tether is active. Each point of Dharma increases the maximum distance the tether can survive. Resolution (R + W) Karma imposes and resolves her will against her enemy. Instantly dealing the full 5 seconds worth of damage against the target while also stunning them for 1.25 seconds. Each point of Dharma adds an additional 10/20/30/40/50 + 25% of damage and an additional 0.25 seconds of stun. E: Inspire / Defiance Karma shields herself or an ally for 70/ 95 / 120 / 145 / 170 + 40% AP and grants 40/50/55/60/70% additional Movement Speed. Every point of Dharma grants an additional 30/35/40/45/50 + 10% shield. Defiance (R + E) Karma shields herself and all nearby teammates for 100 / 130 / 190 / 220 / 275 + 55% AP and grants 40/50/55/60/70% additional Movement Speed. Additionally, it deals 10/20/30/40/50 for every hit against the shield, and 50/70/145/175/250 + 35% AP to all nearby enemies from the ally of origin. Every point of Dharma grants an additional 35/40/45/50/55 + 20% Shield and an additional 30/40/50/60/70 + 15% AP damage. R: Mantra Karma can store up to 2 charges of mantra, however, there is a 45/30/15 second cooldown between uses. (Continued)
(Continued) KARMA, THE CHOSEN OF IONIA (Tank/Mage/Support) [Top/Mid/Support] Lore: Legends say that the Spirit of Ionia anoints a champion during times of crisis, and this century, Darha has become Ionia's champion. Pure of heart, she was willing to sacrifice herself for the safety of her village. The spirit searched her heart for any sense of selfishness, and found none, and so, it granted her its power. Now tasked with protecting the first lands, she must adapt and overcome the challenges of war while keeping the people from descending into vengeful blood lust. Passive: Ionian Way Karma can take three forms, The Lands, The Forests, or The Mountains. Each form grants a unique change for her abilities. The Lands - Support The Forests - Mage The Mountains - Tank Q: Soulflare (No form) Karma launches a projectile dealing 75/100/125/150/200 + 40% AP and explodes on impact. Soulflare - The Lands The projectile's range is increased by 100, and its damage is increased to 100/125/150/200/300 + 65% AP and explodes on impact. Soulflare - The Forests The projectile creates an area of effect at its explosion radius and slows enemies by 30%. If they are still within the radius after 2 seconds, they are rooted for 1 second. Soulflare - The Mountains The projectile now knocks enemies back a small distance from the explosion. If they collide with an obstacle, they are slowed by 25% for 2 seconds. W: Force of Will Karma tethers herself to an enemy, slowing them and dealing 20/40/60/80/100 + 5% AP every second up to a maximum of 5 seconds. Force of Will - The Lands The tether's range is increased by 50, and its damage is increased to 25/45/65/90/120 + 10% AP every second. Force of Will - The Forests The tether now slows the enemy by 15% for the duration and roots them for 0.25 seconds for every second they were tethered. After 2.5 seconds, the slow increases to 30% and silences the enemy. If the tether survives for the 5 seconds, they are stunned instead. Force of Will - The Mountains The tether heals Karma for 10% of her missing health every second. E: Watchful Guardian Karma shields herself or an ally for 70/ 95 / 120 / 145 / 170 + 40% AP and grants 40/50/55/60/70% additional Movement Speed. Watchful Guardian - The Lands Shielding herself or an ally will deal 50/70/145/175/250 + 35% AP to all nearby enemies from the champion of origin. Additionally, enemies that attack the shielded champion will be revealed for 1.25 seconds. Watchful Guardian - The Forests The shield now affects both Karma herself, and her ally. Shielding both for 90/110/130/150/200 + 60% AP. Additionally, enemies that attack the shielded champions will be revealed for 1.25 seconds. Watchful Guardian - The Mountains Karma's shield deals 2.5% + 1% for every 250 Max. HP to the person attacking the shield. Additionally, enemies that attack the shielded champion will be revealed for 1.25 seconds. R: A New Era Karma changes forms, however it cannot be done during combat.
: Why Are Karma Players Upset about the Phoenix Video?
Going to throw my two cents in here as someone who loves to play Karma [M7] and has been playing her for a few years now. I personally believe her current state isn't the primary problem, rather it's the symptoms. Why? Karma in game is very haphazard, and doesn't have a clear direction. Sure, one of her perks is she's able to fulfill many roles but it's not satisfying because why would you go Karma mid when Ekko, Lux, and Xerath do a better job? Support? Well bring out Lux, Brand, Zyra, etc. Top? Karma Tank top is funny, don't get me wrong. I personally love playing Karma Tank Top but she falls off hard if you get camped, or if the game gets dragged on for too long. Anyways, the root problem in my opinion is her confused lore. Originally, she was Karma, Duchess of Ionia, bad ass who could kick your face in while tending to a child. Her old kit did not reflect her lore as a 'leader' very well, per say, but it reflected her name, Karma. Attacking her meant she got stronger, her R + Q had a heal and attacked, and so on. When they reworked her they threw pretty much all but the leader part and made her a spiritual leader a la Avatar: Legend of Darha. I understand why they did this, as they named her Karma which has inherent spiritual connotations with Buddhism and Hinduism but her kit fell short of this spiritual leader aspect as well. It also didn't really carry much of the 'Karma' aspect. Looking at other champions such as Bard, Jhin, or Ornn, their artwork, lore, and kit all work together beautifully, and all three of them have clear roles they play in the game while occasionally being picked for an off role. (Bard Top/Jungle represent). Additionally, I would harken to guess that creating and balancing a kit around punishing an enemy for doing what they're supposed to do is nothing short of a **nightmare**. All in all, this has given birth to the Karma we know today, her kit is the poster child of a generic mage, basic projectile with explosion, tether, shield, and a buff ultimate, and this lack of direction in both her kit and lore has led Karma mains such as myself to embrace the Jack of All Trades role, and after patch 5.10 it has just been a series of nerfs and guts to the Jack of All Trades mantra we've taken up. There're obviously those who play Karma exclusively as a support or as a mid mage but I think the majority of Karma mains want to keep her at least semi-versatile like Lux or Brand, a mid-laner that can be brought as a support rather then a confused 50/50 in between. Also, as a little extra. The reason why the Karma community seems to be so fragile and snappy at everything that isn't inherently positive towards Karma is because like Ornn and skins, we've felt very ignored unless it's time for nerfs, and every time there's some hint, some glimmer of hope that Karma might get a rework, VFX or otherwise (Because good God, Karma needs a VFX rework at least), it's cancelled. So after a few years, people have become cynical and cling tightly onto whatever Karma has now. Now, for the solution: The first thing is, Karma's lore needs to be sorted out. I personally have no qualms with either version of Karma but there needs to be some sort of well written lore and backstory that plays in to her kit, not just some reference to blowing up a ship with her R + Q. The following kit suggestions/ability changes are based off which lore thematic Riot decides to put her through, while also trying to put a little bit of everything Karma was up to this point. **Of note, some of these suggestions/ideas may seem OP so feel free to rip those apart. I'm mostly putting these here as general ideas.** KARMA, The Enlightened One (Tank/Support) [Top/Support] Lore: One of the nobles of Ionia, whom loosely govern the islands. Upon the invasion of Noxus she was part of the resistance faction and was ousted from the council of elders, and so she took arms in order to regain her standing while also learning to depart from tradition. Passive: Inspiring Leader Karma's presence on the battlefield grants herself and nearby allies health and mana regeneration based on their missing health and mana (0.5% - 5%) In addition, any area of effect damage is reduced by 10% for Karma and her allies providing that both herself, and her allies were hit by the ability. Q: Fortify / Retaliation Karma grants herself 25% flat damage reduction, and 10/20/30/40/50 + 20% of Armour/Magic Resistance for three seconds. At the end of the duration she can unleash a bolt of energy dealing the damage and 100/150/200/250/300 + 25% AP she received during the 3 seconds. Karma is able to attack early, losing the bolt but still retains the buff until the duration is over. W: Disrupt Karma tethers herself to an enemy, dealing 30/60/90/120/150 + 10% AP during the initial tether and 10/20/30/40/50 + 10% AP for the duration up to 3 seconds. When the enemy is tethered they are silenced. E: Regroup When this aura is active, allies within 1230 units of her gain a movement speed buff 5%/7%/9%/12% + 1% for every Max. HP when running towards Karma, an ally, or an allied turret. R: Reconquest Karma marks out an area, enemies within this area are slowed, healing is reduced and they have their resistances reduced. Additionally, when enemies take damage from Karma's allies, they are slowed further, and have more of their protections removed. If an ally attacks the enemy while both of them are within this area, the ally's damage ignores all shields. KARMA, THE Enlightened One (Mage/Support) [Mid/Support] Lore (https://leagueoflegends.fandom.com/wiki/Karma/History#1st) Born a commoner, Karma lived her life out quietly in the southern provinces until the Noxian invasion. She learned of the great wellspring of magic that was previously unknown to her when she retaliated, and obliterated the regiment occupying her village. One of the few whom first spearheaded the resistance movement, she was used as an example, and as a figure head for the hope in driving away Noxus in the Placedium. Passive: Retaliate Karma gains additional 1 - 3.5 AP, 0.1 - 0.2 Attack Speed, and 1% - 2.5% Movement Speed every 1% of missing health. Additionally, when Karma loses 10% of her health, she gains a charge of _Dharma_ up to a maximum of three at any time. Q: Inner Fire / Blazing Will Karma launches a projectile dealing 100/125/150/200/300 + 60% AP and explodes on impact. If Karma casts this with a point of Dharma, she heals 0.33 1.00 of the damage dealt. (0.33 per point of Dharma) Blazing Will (R + Q) Karma launches a projectile dealing 200/350/400/450/650 + 60% AP, leaving a trial of flames that deal 10/15/20/25/30 + 5% AP damage a second. The projectile explodes upon impact, dealing an additional 100/150/200/250/300 + 40% AP to surrounding enemies. and leaves an area of flames at the explosion radius. The flames slow enemies. If Karma casts this with a point of Dharma, she heals 0.33 - 1.00 of the damage dealt. (0.33 per point of Dharma) W: Impose / Resolution Karma tethers herself to an enemy, dealing 20/40/60/80/100 + 10% AP every second, and for each second the tether lasts (up to a maximum of 5 seconds), they are then rooted for 0.25 seconds for every second the tether is active. Each point of Dharma increases the maximum distance the tether can survive. Resolution (R + W) Karma imposes and resolves her will against her enemy. Instantly dealing the full 5 seconds worth of damage against the target while also stunning them for 1.25 seconds. Each point of Dharma adds an additional 10/20/30/40/50 + 25% of damage and an additional 0.25 seconds of stun. E: Inspire / Defiance Karma shields herself or an ally for 70/ 95 / 120 / 145 / 170 + 40% AP and grants 40/50/55/60/70% additional Movement Speed. Every point of Dharma grants an additional 30/35/40/45/50 + 10% shield. Defiance (R + E) Karma shields herself and all nearby teammates for 100 / 130 / 190 / 220 / 275 + 55% AP and grants 40/50/55/60/70% additional Movement Speed. Additionally, it deals 10/20/30/40/50 for every hit against the shield, and 50/70/145/175/250 + 35% AP to all nearby enemies from the ally of origin. Every point of Dharma grants an additional 35/40/45/50/55 + 20% Shield and an additional 30/40/50/60/70 + 15% AP damage. R: Mantra Karma can store up to 2 charges of mantra, however, there is a 45/30/15 second cooldown between uses. (Continued)
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Adricovy

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