: Who's Your Current Perma-Ban (If You Have One)?
{{champion:157}} - Couldn't care less about his winrate, don't have the energy to play against him.
: Champs need VO updates
{{champion:43}} literally has no idea who {{champion:39}} is :)
: I think they need to just balance her as a mage that can go mid or support (similar to Morgana, Brand, Zyra, Lux) using the following guidelines: - Change range to 550 - Make W a reliable damage spell (meant to be maxed second on mid and last on support) - Reduce early damage - Reasoning: If Q and W are both reliable damage spells, then there's no reason for Karma to have a lot of damage on one spell. - Make W a hard CC ability. - Either make it so that if Q and W land, then the target(s) is cc'd (similar to Brand) - or make it a short-ranged skill shot that doesn't pass through minions - Make E a shield that gives movement speed that decays - Change the dynamics of Mantra - Either make Mantra have charges, and successive usages within X seconds decreases the effectiveness of whichever spell is used. - or make Mantra have charges, and using one empowered spell puts that empowered spell on cooldown for X seconds so that Karma would not just use the same empowered spells over and over. - or make Mantra not operate on a charge system, and simply make empowered spells have ONE additional, not overbearing effect. - Adjust passive based on the dynamics of Mantra. - Adjust the empowered spells based on the dynamics of Mantra - If Mantra is meant to be casted several times within a single fight, the empowered abilities can't be too strong (the opposite also applies). - I think this would keep Karma feeling like she's not a completely different champion.
> [{quoted}](name=Makattack,realm=NA,application-id=3ErqAdtq,discussion-id=kJgv0YmU,comment-id=0009000000000000,timestamp=2019-06-17T01:19:17.516+0000) > > I think they need to just balance her as a mage that can go mid or support (similar to Morgana, Brand, Zyra, Lux) using the following guidelines: > > - Change range to 550 > - Make W a reliable damage spell (meant to be maxed second on mid and last on support) > - Reduce early damage > - Reasoning: If Q and W are both reliable damage spells, then there's no reason for Karma to have a lot of damage on one spell. > - Make W a hard CC ability. > - Either make it so that if Q and W land, then the target(s) is cc'd (similar to Brand) > - or make it a short-ranged skill shot that doesn't pass through minions > - Make E a shield that gives movement speed that decays > - Change the dynamics of Mantra > - Either make Mantra have charges, and successive usages within X seconds decreases the effectiveness of whichever spell is used. > - or make Mantra have charges, and using one empowered spell puts that empowered spell on cooldown for X seconds so that Karma would not just use the same empowered spells over and over. > - or make Mantra not operate on a charge system, and simply make empowered spells have ONE additional, not overbearing effect. > - Adjust passive based on the dynamics of Mantra. > - Adjust the empowered spells based on the dynamics of Mantra > - If Mantra is meant to be casted several times within a single fight, the empowered abilities can't be too strong (the opposite also applies). > - > I think this would keep Karma feeling like she's not a completely different champion. See, look how easily you just crafted a significantly better kit for Karma. She's so simple to fix, it's astonishing that Riot avoids her.
: Karma mains asked for a gameplay update. We did not ask for number buffs.
They buffed her because of Dark Star Karma, plain and simple. Otherwise they pretend like she doesn't exist. Like they did with NeuroCat's update which never saw the light of day, and the update they immediately were talking about afterwards involving passive changes that have also not been tested yet.
PaladinNO (EUNE)
: > [{quoted}](name=Sassmast3r,realm=NA,application-id=6kFXY1kR,discussion-id=rWhGytk1,comment-id=0005,timestamp=2019-06-03T19:52:23.440+0000) > > Are they afraid of people complaining that they paid full price for these skins before they implement new prices? Fine, refund them the RP difference. > > Why is it so difficult? You can't tell me they don't keep track of past purchases. They are keeping track, but they claim it's too much work to do account adjustments of multiple individual players . https://boards.na.leagueoflegends.com/en/c/developer-corner/uk0MeJ18-update-on-yesterdays-capsule-pricing-error I bought both Wildfire Zyra and Frostblade Irelia back when they were listed as 1350 RP skins, and I never saw any refund when they were given a price adjustment (both are now 975 RP skins).
> [{quoted}](name=PaladinNO,realm=EUNE,application-id=6kFXY1kR,discussion-id=rWhGytk1,comment-id=00050000,timestamp=2019-06-04T07:10:16.992+0000) > > They are keeping track, but they claim it's too much work to do account adjustments of multiple individual players . > https://boards.na.leagueoflegends.com/en/c/developer-corner/uk0MeJ18-update-on-yesterdays-capsule-pricing-error > > I bought both Wildfire Zyra and Frostblade Irelia back when they were listed as 1350 RP skins, and I never saw any refund when they were given a price adjustment (both are now 975 RP skins). Thank you for mentioning this, I actually never knew those two skins used to be 1350 RP, at least that shows Riot has the capacity to do skin price adjustments.
: Riot, if you're not going to put all the effort into updating old skins to match their price...
The fact that they won't lower prices on skins that no longer meet their _own standards_ that they set _for themselves_ makes absolutely no sense. Don't feel like adding effects and a recall to Sinful Succulence Morgana? Fine, it wasn't a 975 RP skin before her rework anyways, so...lower the price to 750 RP. Are they afraid of people complaining that they paid full price for these skins before they implement new prices? Fine, refund them the RP difference. Why is it so difficult? You can't tell me they don't keep track of past purchases.
: Tahm Kench in top lane is filthy
{{champion:43}} hi there :)
iiGazeii (NA)
: Who could use an Ezreal-tier VGU?
: My Rendition of K/DA Prestige Evelynn
Moody P (NA)
: >only for tanks No, and cringe, even marksmen should have some hard CC tbh the real truth is that CC needs to be reverted to high duration high cool down and/or almost strictly relegated to ultimate spells. The shift to low duration but low cool down combined with CDR abundance makes it impossible to move because it's borderline spammable now. There is NO thought that goes into most CC today because you can just radiate slows and snares and if you missed it will be up in ~3-6 seconds late game anyway
> [{quoted}](name=Moody P,realm=NA,application-id=3ErqAdtq,discussion-id=7iu90wej,comment-id=0000,timestamp=2019-04-25T19:29:19.630+0000) > > No, and cringe, even marksmen should have some hard CC tbh > > the real truth is that CC needs to be reverted to high duration high cool down and/or almost strictly relegated to ultimate spells. The shift to low duration but low cool down combined with CDR abundance makes it impossible to move because it's borderline spammable now. There is NO thought that goes into most CC today because you can just radiate slows and snares and if you missed it will be up in ~3-6 seconds late game anyway Karma's Q has a nice 3 second cooldown with 40% CDR, something attainable in about 10 minutes with Frostfang, Forbidden Idol, Fiendish Codex, and Transcendence :) If you really want to have some nice spammable slows, get Cosmic Insight.
: Wait...Do what now?
Happy to help when you're available, I'll send you a friend request.
: What champion quotes are your favorite?
{{champion:43}}: "I know your spirit...but I must stop your heart!"
Neamean (NA)
: If we ever get a 3 way vs event who would you want?
{{champion:21}} vs. {{champion:41}} vs. {{champion:420}} I feel like Illaoi would settle the quarrel between these two.
Falrein (EUW)
: If you could meet your favourite champions once...
{{champion:43}} "Have you seen Karma anywhere? Short, dark haired lady with the **_fans_**? I swear she's somewhere around here"
Wyrin (NA)
: Who are your level 7 Mastery Champions?
: They gutted vision as an effort to shorten the game because for some reason... people who wanted to play short games decided league was a good choice despite being a long game. Figure that one out cause I cant. Unfortunately these people buy skins too so what is league to do but cater.
> [{quoted}](name=Boatwhistle,realm=NA,application-id=3ErqAdtq,discussion-id=BXPR4mTQ,comment-id=0000,timestamp=2019-03-05T20:00:44.215+0000) > > They gutted vision as an effort to shorten the game because for some reason... people who wanted to play short games decided league was a good choice despite being a long game. Figure that one out cause I cant. > Unfortunately these people buy skins too so what is league to do but cater. This is the most succinct, accurate explanation of how this game transitioned from a fun game in S5 to a competitive tournament in the present (S9).
: > [{quoted}](name=Sassmast3r,realm=NA,application-id=6kFXY1kR,discussion-id=sfffpBsv,comment-id=0008,timestamp=2019-02-28T01:49:26.452+0000) > > {{champion:43}} This thread is for V(G)U's, not reverts. Then again, a VU can come w/ a revert...
Ha. I like you, I'm friending you in League. That was even sassier than my abrupt comment with a picture of Karma and no explanation.
: Who do you think needs VGU or VU’s?
: Gameplay/Client Feedback Megathread: One +, One -
**Positives:** * The client hasn't busplatted/disconnected me (in-game) for 3 years. Ever since the new client came out and they moved the location of the NA server, I have not _one time_ been disconnected from League of Legends while playing. Sure, my ping isn't usually that great, but I've never been more satisfied with how consistent the server is. Back in season 5, I would get a bugsplat at least once every few games, and I would disconnect frequently despite being on a wired connection. This has not happened a single time for me since roughly 2016. * From a visual standpoint, I'm very satisfied with "recent" reworks (Swain, Evelynn, Zyra, Warwick, Ezreal, Miss Fortune + Gangplank, etc.). While I don't feel right speaking on their gameplay, they were visually updated with lots of care and effort; look at/listen to Ezreal's animations, Evelynn's voiceover, or Swain's particle effects. These champions all feel modern and as if they have a place in League of Legends, whereas before they felt antiquated and disconnected from the game. To the Rioters that worked on these characters, I think you did an excellent job and you should be proud of the work you published. **Negatives:** * This problem _is not limited to League of Legends_, but I feel like the game is taken _way_ too seriously by both the community and Riot. Every time I open the client, LCS players are glaring at me on the front page. When it comes to balancing decisions, changes seem to happen more often in favor of what professional play would be most benefited by, and less often based on how much fun is gained/lost from said changes. I swear, normal matches are played with 10x the amount of effort as they were back in season 5. I used to play off-meta characters/builds without hesitation because I knew (especially late at night) that most of us were just trying to have a fun time; now I feel rude playing off-meta anything, and as if I owe it to my teammates to play at my best _in normals._ I want to be clear: **I have no issue with players who want to play competitively and work their asses off to climb ranks, spending time watching professional players, learning their strategies, and then practicing team comps/builds/characters.** However, I now feel trapped to play Howling Abyss with characters I have no interest in using, because if I queue up for normals, I need to chug an energy drink and prepare for war. * {{champion:43}}. I'm completely biased in favor of my main, but please do something with her. Please.
: Zyra's Joke and Laugh no longer work
Same is true for Haunted Zyra, no audio for Joke or Laugh.
Rioter Comments
: Star Guardian Zyra by Eraiviolett
Even though I agree that, thematically speaking, Zyra doesn't belong in the SG universe (and the same goes for Syndra in my opinion), this is a really high quality, well made skin. I especially love how you chose the leafy green and light pink color scheme; the skin looks natural and reminds me of Elderwood LeBlanc.
: Old swain is still seen in the client XD.
Haha, have you seen Karma's ability videos? All four are of old Irelia if I recall correctly. Someone told me yesterday that LeBlanc's "old kit" is still showcased in the client as well in her own videos.
KyraSun (EUNE)
: Skin ideas?
I want to see a legendary LeBlanc skin with new animations and a new voice-over. I'm not sure what I would actually want the skin to be, but her sassy personality has so much potential.
: Karma's proposed W rework should go to Zilean
I actually completely agree with this, that would make him very interesting. I'd rather them not touch Karma until she becomes so antiquated that they have to give her a full VGU + rework (2023 maybe?).
: Can we finally give Shen a buff since the damage is so high?
Have to agree, never played Shen since his rework, but spectating games where he's the top laner, he seldom saves allies with his ultimate shield, and the overwhelming amount of CC/damage outweighing the tank itemization options makes him a full-blown suicide bomber assuming an ally even lives long enough for him to teleport to them.
: Just to clarify as I did in my replies on Twitter - I should have said every 2-3 weeks, and "coming months" not "years," but we're sticking to a cadence along these lines. Of course things change and sometimes a story or release may get pushed back, but hopefully you'll see multiple releases each month as we work through 2019. It's still important to remember that there will be bio updates in addition to any new color stories or short stories, so it won't always be a huge release of full-featured, long-form prose. I also think this will help get more love out to the champions who haven't had as many updates or who are still in need of some lore touch-ups. {{sticker:slayer-jinx-catface}}
> [{quoted}](name=Riot Ashekandi,realm=NA,application-id=6kFXY1kR,discussion-id=rONLc0UO,comment-id=0006,timestamp=2019-02-05T20:34:57.824+0000) > > Just to clarify as I did in my replies on Twitter - this is our plan, and we are working to stick to it! > > Of course things change and sometimes a story or release may get pushed back, but hopefully you'll see multiple releases each month as we work through 2019. It's still important to remember that there will be bio updates in addition to any new color stories or short stories, so it won't always be a huge release of full-featured, long-form prose. > > I also think this will help get more love out to the champions who haven't had as many updates or who are still in need of some lore touch-ups. > > {{sticker:slayer-jinx-catface}} Can I ask if there are any plans to update Karma's lore again? I recall the Darha story being released ~1 year ago, and there were going to be more changes made to it later on down the line.
: Make ARURF RANDOM its not fucking random
I think I've actually seen Wukong in all of the ARURF games I've spectated over the past week or so, and I've spectated quite a few.
AjXtar (EUW)
: Old karma spotlight shows how balanced was the damage compared to now
Never forget {{item:3070}} {{champion:43}} {{item:3070}}
Hotarµ (NA)
: I respect you a bunch for taking responsibility for your actions. (excuse my language below) I was in the same position once, my old job absolutely fucked me up in so many ways. I was tired and angry from working in bad conditions with shitty people and I just took those frustrations out on League and my friends. It turned me into such a negative person but thankfully that's not who I am anymore. Glad to see things are going good for you and I hope you continue doing well. {{sticker:slayer-pantheon-thumbs}}
> [{quoted}](name=Hotarµ,realm=NA,application-id=ZGEFLEUQ,discussion-id=8TNVTnip,comment-id=0001,timestamp=2019-01-26T21:56:39.698+0000) > > I respect you a bunch for taking responsibility for your actions. > > (excuse my language below) > > I was in the same position once, my old job absolutely fucked me up in so many ways. I was tired and angry from working in bad conditions with shitty people and I just took those frustrations out on League and my friends. It turned me into such a negative person but thankfully that's not who I am anymore. > > Glad to see things are going good for you and I hope you continue doing well. > > {{sticker:slayer-pantheon-thumbs}} Can I ask how you got out of that situation? Did you find a new workplace, change attitude, both?
GreenKnight (EUNE)
: That would be nice. We have to endure this idiotic rework, so at least we could get something from old Karma, aside from (currently) broken model during this stupid new running animation.
> [{quoted}](name=GreenKnight,realm=EUNE,application-id=6kFXY1kR,discussion-id=E0UnNQ4l,comment-id=0001,timestamp=2019-01-24T20:09:55.058+0000) > > That would be nice. We have to endure this idiotic rework, so at least we could get something from old Karma, aside from (currently) broken model during this stupid new running animation. Oh, are you talking about Karma's new run animation messing up her old model with the custom skin? I fixed that, I can send you the files if you friend me on discord, Sassmast3r#2871
Rioter Comments
: A Karma Rework: Bringing Back the Fans
I like the ideas you're bringing to the table here. In regards to E, I honestly don't think a full-blown shield bomb with as much power as it had pre-rework should ever come back, but I do agree that it should do _some_ amount of damage (or perhaps apply a debuff instead) to nearby enemies. I also like your idea that it should CC people _immediately_ near it. I've always been disappointed whenever I successfully shield a target with her Mantra'd E, but despite the powerful shield, the enemies were able to stand right next to them and CC them so hard that there was nothing I could do. I would gladly take a significant shield nerf for her Mantra'd E in exchange for maybe... a .25 or .5 second knockback? It can't be anything insanely powerful, but enough to actually feel like an overflowing shield pushing enemies back. I agree that her current passive needs to be switched onto her R, and that it should be nerfed. Her R should not be up as frequently as it is right now, because it's very obnoxious to lane against Karma knowing that her R is up practically whenever she needs it. This is partially due to how much CDR is in the game right now and how accessible it is, but regardless, it needs some nerfs. Can I ask what you mean by "Global CD?" Do you mean like Karthus ultimate, where people can predict when he's casting it with the dark magic above their heads? Do you mean all the enemies should hear her incantations? I don't think Karma's W should grant damage reduction if we're going to reimplement an ally cast. I fear this lacks counterplay, and would make Karma even more frustrating to go against. Now, if we made her allied W split 20/30/40/50/60% of the damage an ally takes onto her for a short time, I suppose that's fine, but I'm afraid that Karma would then be pushed into a tankier build to compensate. I honestly love Neuro's idea for CDR being applied to an ally, and when mantra'd, perhaps a small health restore. The problem is all about risk; what is Karma losing by using her Mantra on an ally rather than an enemy? Her W is easily the hardest ability in her kit to balance. I absolutely agree that the detonation on Karma's mantra'd Q should do WAY more damage. Nerf the initial hit damage, add damage to that. Enemies would actually put forth the effort to move out of the zone if it was intimidating.
: Literally just built a monster rig. And I STILL get a frame jump when opening the shop in game. That's just in game. Maybe I'll shoot for two Titans, and will finally be able to smoothly load all the client animations.
Maybe 128 GB of Ram will do the trick, the shop is definitely the most graphically demanding part of every match.
: Damn I guess we know that fans like Ionia (They win every favorite region poll) but I didn't know they were so popular at Riot
Did somebody say fans? {{champion:43}} {{item:3070}}
: What a Karma Mini-VGU Would Look Like
I agree with you about the old abilities; it's been six years, people need to let it go. Let's now try to work with what we've got, because the likelihood of that over them actually re-implementing her old kit in any way is much higher. I also agree that communication has always been shit, but to be fair, I can't think of one instance with any product I've ever used where I've been satisfied with a company's communication skills. As companies grow, their communication fails unfortunately.
Meddler (NA)
: Quick Gameplay Thoughts: January 18
: Who's on your list for an Ezreal tier revamp?
In terms of an art revamp, out of all the ADCs I'd say Caitlyn or Ashe need it the most. I would include Corki but I still don't know if he qualifies as an ADC or a midlaner tbh.
Meddler (NA)
: Quick Gameplay Thoughts: January 16
: Diana Passive
I agree. It feels awkward, even if it does provide more AS technically.
Meddler (NA)
: Quick Gameplay Thoughts: January 11
Asked this yesterday and I'll ask again: Karma rework? Any update? Riot Neurocat? Is she okay? Hello? {{champion:43}} <3
: Sun Goddess Karma Login Screen - [Unofficial]
Meddler (NA)
: Quick Gameplay Thoughts: January 9
Where's the Karma rework that was teased by Riot NeuroCat a few months back? She said we would see that around 9.2. Was it scrapped? Here's the link if anyone is wondering: https://boards.na.leagueoflegends.com/en/c/developer-corner/TkiBEVYV-karma-gameplay-change-preview?comment=0094
SuperHornio (EUNE)
: If you had to remove one ability, which one would it be?
{{champion:36}} Q. Did he hit you with one Q? Goodbye. Hope your jungler is nearby. Oh he hit the jungler with one Q? _Goodbye._
: Does anyone else keep refreshing the page until the new episode of Jojo's is available?
What is Jojo? Who is Jojo? What is a Jojo? A television show? Is it about a person named Jojo?
: Hi all, I'm glad there are a lot of people really excited about the changes, but I think that I've heard two main negative sentiments crop up. I'll try to address them as best I can. &nbsp; &nbsp; #\#1 - Karma's Ally W is broken with certain champs or will be super strong in coordinated play, forcing us to nerf her/balance her around her new W First, the new Ally-W is a strong effect. We wanted to give Karma a tool which has really great strengths when used effectively - experienced Karma players should be able to use this to the best of its abilities. However, we did very intentionally take a number of steps to try to mitigate these risk factors. 1. We gave Karma her _Souls Alight_ passive to help Karma understand when its valuable for her to use W without having to be on voice comms. Additionally, the flat Cooldown Reduction is applied fairly flexibly, opening up the number of picks that its useful with. We've noticed it feels great with Tanks, Mages, other Supports, ADCs with long cooldowns or mana hungry ADCs, so we're hoping that there are a lot of different viable targets and team compositions that feel nice with Karma. 2. The cooldown reduction applied has a stipulation to prevent outright abuse cases of back-to-back spellcasts (chain hard CC). Karma's W attempts to apply CDR every quarter second, but it will not reduce an ability's remaining cooldown to a point of coming off cooldown within 3s of the last time it was cast. This ensures a "3s buffer" between spellcasts affected by Karma's W. We believe this mitigates most of the straight up abuse cases associated with Karma's W. We understand that there's still some risk here, and will be actively monitoring anything that gets too out of control. &nbsp; &nbsp; #\#2 - These changes feel like they are shoving Karma strictly into the support role/as a solo-lane Karma player, I feel underserved by these changes This is fair feedback. The biggest, coolest change is definitely the Ally-cast W, which primarily serves to help your allies. I'd argue that Allycast-W has a lot of applications for solo lane Karma, whether that's jungle ganks or teamfights. However, I think something I failed to deliver was the scope of buffs and tuning changes we're planning with these changes (since I did not include numbers). So I'll preview the tuning changes below. **Please keep in mind that these are not final numbers - we may change these drastically depending on initial balance reads from the PBE**: * Base Stats * Move Speed: 335 >>> 330 * HP Regen: 5.5 (+0.55/lvl) >>> 7 (+0.6/lvl) * Armor: 26 >>> 30 * Passive - Gathering Fire * Kindled Spirit * Cooldown reduced on Mantra from damage dealt: 2/3/4 (levels 1/7/13) >>> 3/4/5/6 (ult ranks) * No longer halved on auto-attacks * Now works against large monsters * Now operates on a charge system * Karma gains 1 charge per 7 seconds, to a cap of 3 charges * [NEW] Souls Alight * Karma can see an indicator for her ally's total basic spell cooldowns * Q - Inner Flame * Mantra - Soulflare * Bonus Damage: 25/75/125/175 (+30% AP) >>> 35/105/175/245 (+45% AP) * Detonation Damage: 35/140/245/350 (+60% AP) >>> 25/110/195/280 (+45% AP) * W - Spirit Bond * Cooldown: 12 >>> 16 * Mana: 50-70 >>> 70 * Damage per tick: 30/55/80/105/130 (+45% AP) >>> 50/75/100/125/150 (+60% AP) * Mantra - Renewal * Healing (per tick): 20% (+0.01% AP) of missing health >>> 15% of missing health + 25% AP * [NEW] Ally Cast: * Reduces an ally's basic ability cooldowns by up to 10s total over the bond duration (2s). * Mantra - Harmony * Plus 20/30/40/50s cooldown reduction. Returns 20% of Max Mana to the ally. * E - Inspire * Shield: 70/95/120/145/170 (+50% AP) >>> 75/100/125/150/175 (+55% AP) * Move Speed Bonus: 40/45/50/55/60% >>> 35/40/45/50/55% * Mantra - Defiance * Shared Shield Percent: 30% >>> 75%, split across all shared targets * Shared Movespeed Percent: 100% >>> 75%, split across all shared targets We believe that solo lane Karma is properly served by the base stat changes, adjustments to AP ratios, and relative strengths of the Enemy-W cast as a alternative option, but we will definitely see how these land and make sure that solo lane Karma players feel like they can play their champion effectively. However, I will reaffirm that proper choice of which cast of W to use in a given situation is an important skill for Karma in any lane - good Karma players will exercise the proper decisionmaking, both through the modal W cast and Mantra choice, her signature spell.
> [{quoted}](name=Riot NeuroCat,realm=NA,application-id=A7LBtoKc,discussion-id=TkiBEVYV,comment-id=0094,timestamp=2018-10-26T21:20:03.939+0000) > > Hi all, > > I&#x27;m glad there are a lot of people really excited about the changes, but I think that I&#x27;ve heard two main negative sentiments crop up. I&#x27;ll try to address them as best I can. > &amp;nbsp; > &amp;nbsp; > #\#1 - Karma&#x27;s Ally W is broken with certain champs or will be super strong in coordinated play, forcing us to nerf her/balance her around her new W > > First, the new Ally-W is a strong effect. We wanted to give Karma a tool which has really great strengths when used effectively - experienced Karma players should be able to use this to the best of its abilities. However, we did very intentionally take a number of steps to try to mitigate these risk factors. > > 1. We gave Karma her _Souls Alight_ passive to help Karma understand when its valuable for her to use W without having to be on voice comms. Additionally, the flat Cooldown Reduction is applied fairly flexibly, opening up the number of picks that its useful with. We&#x27;ve noticed it feels great with Tanks, Mages, other Supports, ADCs with long cooldowns or mana hungry ADCs, so we&#x27;re hoping that there are a lot of different viable targets and team compositions that feel nice with Karma. > > 2. The cooldown reduction applied has a stipulation to prevent outright abuse cases of back-to-back spellcasts (chain hard CC). Karma&#x27;s W attempts to apply CDR every quarter second, but it will not reduce an ability&#x27;s remaining cooldown to a point of coming off cooldown within 3s of the last time it was cast. This ensures a &quot;3s buffer&quot; between spellcasts affected by Karma&#x27;s W. We believe this mitigates most of the straight up abuse cases associated with Karma&#x27;s W. > > We understand that there&#x27;s still some risk here, and will be actively monitoring anything that gets too out of control. > &amp;nbsp; > &amp;nbsp; > #\#2 - These changes feel like they are shoving Karma strictly into the support role/as a solo-lane Karma player, I feel underserved by these changes > > This is fair feedback. The biggest, coolest change is definitely the Ally-cast W, which primarily serves to help your allies. I&#x27;d argue that Allycast-W has a lot of applications for solo lane Karma, whether that&#x27;s jungle ganks or teamfights. However, I think something I failed to deliver was the scope of buffs and tuning changes we&#x27;re planning with these changes (since I did not include numbers). So I&#x27;ll preview the tuning changes below. **Please keep in mind that these are not final numbers - we may change these drastically depending on initial balance reads from the PBE**: > > * Base Stats > * Move Speed: 335 &gt;&gt;&gt; 330 > * HP Regen: 5.5 (+0.55/lvl) &gt;&gt;&gt; 7 (+0.6/lvl) > * Armor: 26 &gt;&gt;&gt; 30 > * Passive - Gathering Fire > * Kindled Spirit > * Cooldown reduced on Mantra from damage dealt: 2/3/4 (levels 1/7/13) &gt;&gt;&gt; 3/4/5/6 (ult ranks) > * No longer halved on auto-attacks > * Now works against large monsters > * Now operates on a charge system > * Karma gains 1 charge per 7 seconds, to a cap of 3 charges > * [NEW] Souls Alight > * Karma can see an indicator for her ally&#x27;s total basic spell cooldowns > * Q - Inner Flame > * Mantra - Soulflare > * Bonus Damage: 25/75/125/175 (+30% AP) &gt;&gt;&gt; 35/105/175/245 (+45% AP) > * Detonation Damage: 35/140/245/350 (+60% AP) &gt;&gt;&gt; 25/110/195/280 (+45% AP) > * W - Spirit Bond > * Cooldown: 12 &gt;&gt;&gt; 16 > * Mana: 50-70 &gt;&gt;&gt; 70 > * Damage per tick: 30/55/80/105/130 (+45% AP) &gt;&gt;&gt; 50/75/100/125/150 (+60% AP) > * Mantra - Renewal > * Healing (per tick): 20% (+0.01% AP) of missing health &gt;&gt;&gt; 15% of missing health + 25% AP > * [NEW] Ally Cast: > * Reduces an ally&#x27;s basic ability cooldowns by up to 10s total over the bond duration (2s). > * Mantra - Harmony > * Plus 20/30/40/50s cooldown reduction. Returns 20% of Max Mana to the ally. > * E - Inspire > * Shield: 70/95/120/145/170 (+50% AP) &gt;&gt;&gt; 75/100/125/150/175 (+55% AP) > * Move Speed Bonus: 40/45/50/55/60% &gt;&gt;&gt; 35/40/45/50/55% > * Mantra - Defiance > * Shared Shield Percent: 30% &gt;&gt;&gt; 75%, split across all shared targets > * Shared Movespeed Percent: 100% &gt;&gt;&gt; 75%, split across all shared targets > > > We believe that solo lane Karma is properly served by the base stat changes, adjustments to AP ratios, and relative strengths of the Enemy-W cast as a alternative option, but we will definitely see how these land and make sure that solo lane Karma players feel like they can play their champion effectively. However, I will reaffirm that proper choice of which cast of W to use in a given situation is an important skill for Karma in any lane - good Karma players will exercise the proper decisionmaking, both through the modal W cast and Mantra choice, her signature spell. So...is this still happening? Haven't heard an update from anyone regarding Karma.
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: What gaming company has won you over as a lifetime supporter?
Believe it or not, I'd say EA games. One time, I was live-chatting with a staff member because I could not find any place to buy The Sims 2 on Origin, and it didn't seem functional with Windows 10. The guy gave me a free copy of The Sims 2: Ultimate Collection after about five minutes of talking to him. Never felt happier to be honest.
: Anyone miss the old original kit on some champions?
{{champion:43}} Never even played her, but I know it was fun based on the videos I've seen on YouTube.
: Can we talk about mage "supports"?
Can't have it both ways. Either we have "unique" bottom lane synergies, where mages can thrive as supports (and even ADCs occasionally), or we get to enjoy the memorable {{champion:67}} {{champion:412}} (or maybe, if you're really lucky, {{champion:222}} or {{champion:18}} and {{champion:412}}) from Season 5. Either way, FOTM (or year, in reference to Season 5) champions will always be chosen (and they are usually obnoxious to go against, that's why they're popular). Whoever was played in the LCS, whoever has the highest blink-oriented mobility, whoever has the highest base damages, whoever can take advantage of the best items/runes...it doesn't matter. League is about victory first, strategy/thought second, and enjoyment third.
: [LONG] My thoughts on Karma and the proposed changes made by Riot 2 months ago
I understand your disappointment with Karma being shifted towards the support role, and frankly I have no idea why they ever did this; support Karma requires much less skill (maxing CDR, then spamming E on a low CD, having mantra returned to you immediately just for _landing_ a mantra'd q, etc.), and is rather boring in comparison with her mid-lane playstyle. However, it's insulting to assume that Karma players who enjoy her in the support role (myself included) play her because she's FOTM; remind me, when has she had a 53% winrate or higher? When has she "dominated pro play" (which, by the way, I couldn't give less of a damn about)? Although I'm sure she's been used in the LCS, and might even have been temporarily effective, I doubt it lasted for more than one or two patches. And how about her pick rate; has she been as popular as the classic Thresh/Vayne combo of Season 5 (which is when I picked her up)? I agree with you that Riot has failed miserably in addressing solo lane Karma, and I've never understood why. Right now, she has decent damage, but it comes from one ability (Q/RQ). Her W (although potentially doing decent damage) is not only so uninteractive that they had to make it weak, but they also made it only do _two ticks_ of damage so she doesn't get mantra back anywhere near as easily as her mantra'd Q (which makes mantra'd W seem even less appealing than it already is). Mantra W used to do a BUNCH of damage, and it certainly had more than two ticks, so it felt strategic in choosing RW over RQ in certain situations; now, whenever my health is low, I RW without second thought. How horribly boring. Although I distinctly recall her shield bomb, I never used it for the sake of doing damage; it was less practical than just using her mantra'd Q. I can totally understand the frustration though. I will never support the idea of removing something _just due to its unpopularity_; there was no justification for removing her shield bomb from what I saw (it did little damage, people seldom used it for the sake of damage anyways, it didn't help mantra come off CD as fast as a well time mantra'd Q did, etc.), and it just pissed Karma players off even more.
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Sassmast3r

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