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Small Karma Idea

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eNi East Journey ?? Senior Member
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05-15-2012

Hi eNi here,
I play support champs as a main and really enjoy the role. I have a few small options for karma I would like people to hear.

I heard someone say about a similar idea over on GD and I can not for the life of me find it or remember who it was to give them credit. (If it is you let me know and ill name you here)

Now I LOVED Karma when she first came out. She was one of the only champions I bought upon release. But as a Karma lover i do think she is a smidge UP...but I have some reasons.

Hang in there with me....

Ok down to business.

If we look at other "Straight Supports", as i like to call them, supports that are kitted and defined to a mainly supporting role, we can see similar kits.

Janna gives us a shield, knock up to peel off and a clutch save ult, if you will AND a team wide small buff.

Soraka brings lane sustain to the table. Heal and armour buff, mana restoration and a clutch heal global heal. (Not mentioning Q as this is an ability which does not get a lot of use...generally)

Sona gives us a heal, damage buff, move speed buff and an ult that can decide games in certain cases.

Lulu has a lot of very very handy spells when it comes to just about any situation. Strong lane control, sheild, move speed boost and a rocking clutch save ulti (one of my fav ults in the game.)

As well as the the slow percentages (%'s rocked out by JeanieYuss)
Janna 16% permanent self buff. 48% single target slow. Plus 3% movespeed global aura.

Sona 14% aura. 20 flat movespeed on activation. 40% single target slow

Zilean 55% slow/speed. can be on 2 targets at a time.

Lulu 80% AOE slow (at the cost of a short duration). 35% movespeed buff

Kayle: 35% slow. 30% haste. (both single target)

Nunu: 15% movespeed buff for him and an ally. can have 100% uptime. Ice blast 60% slow. Short Cooldown.

Orianna: 40% slow/haste. 2 second duration upon leaving the area. AOE.


Now as you all know Karma works with the mantra mechanic which I am a huge fan of. But with this mechanic comes a down side...only 3 spells. 3 good spells...but still 3. And this means we lack that one strong ult that really brings us into more matches.


As you know we can only hold 2 mantra and this can be quite frustrating.

If Karma could hold 3 mantra, whether that came at the expense of long CD times on her mantra charges this would still be a viable change. Have us start charging them at the start of the game instead of giving us 3 straight up and set the generating time on them higher so we cant just heal spam/ sheild bomb all day and wreak face as support in lane.

^^^ Least favoured option as it could lower the skill needed to play her tremendously. 2 mantra with the changes to the abilities is my fav idea.


Now this is the part I heard someone else mention on the GD section.

What if for Karma's W it actually benefited from a mantra charge in a more useful way?
You could pretty much keep it how it is BUT when used with a mantra charge it applies a stun to an enemy. Im talking like a Leblanc chain on a single target. If the Mantra charged W stays on them for say 3.5 seconds they become SNARED for a short duration. This could start at 0.25 second snare or something and scale upwards every level or possibly every second level if the scaling is high.

If a mantra-ed W is on an ally they could be given a small buff in the form of armour or healing or something, Or even the abilty to not be slowed? Still able to be stunned and all other CC's apart from slowing. This does sound a little strong now that im typing it but let me know what you think.

More to come at some stage....

TL;DR - Different Mantra Charged W snare on target enemies, more effective anti-CC on target ally

Quote:
Thanks to JeanieYuss for this idea -
Karma creates a beam between her and an ally or enemy for up to 5 seconds. Allied anchors move 10 / 13 / 18 / 22 / 26 / 30 % faster and enemy anchors are slowed for the same amount. The beam deals 80 / 125 / 170 / 215 / 260 / 305 (+70% of ability power) magic damage to enemies and applies the same movement speed adjustment anchors receive to any champion it passes through for 3 seconds. The beam breaks if the bonded target is stealthed.

Mantra Bonus: Karma can cast an extra Spirit Bond for no cost. If a target takes damage from the first Spirit Bond. They take 25% reduced damage from any other spirit bond.

Rank 6 Cooldown: 10 seconds
Rank 6 Cost: 115 mana
Quote:

Mantra Bonus For W: As well as being gifted a speed buff or debuff respectively, If mantra is used on Spirit Bond allied target they receive a buff to armour by 10/15/20/25/30/35 for the duration of the spell. If cast on an enemy they receive a debuff to their armour by the same amounts for the duration.
Quote:
Originally Posted by Prince Kassad View Post
Thanks for bumping my Karma thread. I will give one of my own ideas.

I actually think that the best route is to make her Mantra charges stronger but to give them a longer cooldown. I think that way Mantra would feel more like an ultimate and it would be more important of a decision to decide when to use the charges and what abilities to use them on. I definitely DO NOT support giving Karma a higher number of maximum charges. If she could Mantra all three abilities in one go it would take away a lot of her decision-making. Making Mantra more spammable would dumb down Karma's gameplay.

 
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Reevezy ?? Senior Member
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05-15-2012

This ^

 
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InfinAce ?? Member
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05-15-2012

I have trouble consistently playing well with Karma because of her surprisingly diverse game play and building. But I love the Spirit Bond change to maybe something like a single target initial snare to the anchor.

Remember that with max CDR, her skills will have CDs of about 3.6, 6, and 6 seconds respectively (QWE). Her R is 12 seconds with max CDR. Her W is incredibly weak early and mid game but fairly strong late game. This simple fix could improve her overall. And maybe add a little damage to the anchor? That might be asking for too much.

Don't know about being able to store more mantras for higher CD. This may nerf her early and mid game, which she doesn't need.

 
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eNi East Journey ?? Senior Member
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05-15-2012

Quote:
Originally Posted by InfinAce View Post
I have trouble consistently playing well with Karma because of her surprisingly diverse game play and building. But I love the Spirit Bond change to maybe something like a single target initial snare to the anchor.

Remember that with max CDR, her skills will have CDs of about 3.6, 6, and 6 seconds respectively (QWE). Her R is 12 seconds with max CDR. Her W is incredibly weak early and mid game but fairly strong late game. This simple fix could improve her overall. And maybe add a little damage to the anchor? That might be asking for too much.

Don't know about being able to store more mantras for higher CD. This may nerf her early and mid game, which she doesn't need.
Cheers for the input. Yeha the more mantras im not a really big fan of as it could make her a bit too strong. But you never know. I like the idea of a snare on her W more than a stun actually. Maybe it could apply a DoT affect while on the target?

 
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eNi East Journey ?? Senior Member
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05-15-2012

bump..bad troll evelyn post got more interest

 
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Reevezy ?? Senior Member
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05-15-2012

Bump

 
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Xyirx ?? Senior Member
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05-15-2012

I agree that her mantra W should be given secondary effect other than stronger haste/slow. The spell itself is actually strong, but when compared to mantra Q or mantra E, I feel like it's not as good.

 
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JeanieYuss ?? Senior Member
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05-16-2012

I like Spirit Bond. Its best placed on an initiator at the start of a fight. If you can land the damage portion, it actually does quite alot of damage (Spirit bond deals the most damage per rank out of any of her other spells. Soul Shield surpasses Spirit Bond's damage at around 350 AP).

I've seen people try to compare Karma's Spirit Bond to Leblanc's Ethereal Chains. The 2 spells are nothing alike. Think of Karma's Spirit Bond like a mobile version of Karthus' Wall of Pain. It can be capable of alot of Zone Control/Disruption in teamfights. Unfortunately, I do think the slow is a bit underwhelming.

Lets compare it to other supports:

Janna 16% permanent self buff. 48% single target slow. Plus 3% movespeed global aura.

Sona 14% aura. 20 flat movespeed on activation. 40% single target slow

Zilean 55% slow/speed. can be on 2 targets at a time.

Lulu 80% AOE slow (at the cost of a short duration). 35% movespeed buff

Kayle: 35% slow. 30% haste. (both single target)

Nunu: 15% movespeed buff for him and an ally. can have 100% uptime. Ice blast 60% slow. Short Cooldown.

Orianna: 40% slow/haste. 2 second duration upon leaving the area. AOE.

And finally

Karma: 20% haste/slow. 40% with mantra.

The non-mantra version is very underwhelming. Landing the slow on your whole team is POSSIBLE but it requires alot of skill. That level of skill should be more rewarding in my opinion.

Here's my Idea for Karma's W:

Karma creates a beam between her and an ally or enemy for up to 5 seconds. Allied anchors move 10 / 13 / 18 / 22 / 26 / 30 % faster and enemy anchors are slowed for the same amount. The beam deals 80 / 125 / 170 / 215 / 260 / 305 (+70% of ability power) magic damage to enemies and applies the same movement speed adjustment anchors receive to any champion it passes through for 3 seconds. The beam breaks if the bonded target is stealthed.

Mantra Bonus: Karma can cast an extra Spirit Bond for no cost. If a target takes damage from the first Spirit Bond. They take 25% reduced damage from any other spirit bond.

Rank 6 Cooldown: 10 seconds
Rank 6 Cost: 115 mana


Instead of mantra increasing the slow/haste of Spirit bond, Mantra gives you an extra cast of spirit bond.

Many of the complaints of AP Karma is that her damage is too low (I personally disagree with that, but people still complain about it). This gives karma up to 2 additional nukes. (it would be possible to have 3 spirit bonds out at the same time)

This change would also greatly improve her teamfight control. Attaching a Spirit Bond to your front line initiator, and another Spirit Bond to you Squshies in the rear can impede your enemies diving at your squishies in the rear.

TL;DR Mantra no longer doubles the haste/slow. buff base haste/slow. Mantra gives an extra cast of spirit bond. (can have up to 3 spirit bonds out at a time)

 
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SchrodingersPig ?? Senior Member
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05-16-2012

Perhaps instead of a stun, a cool and thematic effect would be pain splitting, either between foe or friend. For example, you can help take some of the burden off of your AD carry, and by taking some damage, also boost your AP. Or, if you are getting targeted by a bursty character, you can mantra W and they would take X% of their own damage.

 
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Rykaal ?? Senior Member
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05-16-2012

I like the idea of a mantra spirit bond making your ally immune to slows. Like walking a pet Yi

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