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hideOriginal Post

Jul 01, 12 at 4:17pmFluroclad


Karma the Enlightened One

Karma, the Enlightened One

Roles: Ranged, Support
Date Released: February 1st, 2011
Costs: 3150 IP PointsIcon.png or 790 RP PointsIcon.png
KarmaIcon.png

Statistics

Health 410 (+86) Health Regen. 4.7 (+0.55)
Mana 240 (+60) Mana Regen. 6.8 (+0.65)
Attack Damage 50 (+3.3) Attack Speed 0.625 (+2.3%)
Armor 15 (+3.5) Magic Res. 30 (+0)
Range 425 Movement Speed 310
AttackPowerIcon.png
DefensePowerIcon.png
DifficultyIcon.png
SpellPowerIcon.png
Karma, the Enlightened One, is a champion which was released February 1st, 2011.
Patch: v1.0.0.116
Inner FlameIcon.jpg
Inner Flame
Karma gains up to 30 / 50 / 70 / 90 / 110 / 130 increased ability power corresponding to her percentage of missing health.
Ability Description Rank Up
Heavenly WaveIcon.jpg
Heavenly Wave
(Active): Karma sends forth a wave of hidden blades from her fans, dealing magic damage to units in a cone in front of her.

Mantra Bonus: In addition to dealing damage to enemies, Heavenly Wave will also heal Karma and her allies in the cone. An additional 5% (+1% per 50 ability power above 25) of health the targets are missing is added to the heal.

Cost: 70 / 75 / 80 / 85 / 90 / 95 mana
Range: 650
Cone Width: 60º
Cooldown: 6 seconds
Magic Damage: 70 / 110 / 150 / 190 / 230 / 270 (+0.6 per ability power)
Base Heal: 35 / 55 / 75 / 95 / 115 / 135
Spirit BondIcon.jpg
Spirit Bond
(Active): Karma creates a beam between her and an ally or enemy unit for up to 5 seconds. Allied anchors move faster and enemy anchors are slowed. The beam deals 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 strengthens the bond to double the effect of the movement speed modifier.

Cost: 65 / 75 / 85 / 95 / 105 / 115 mana
Range: 800
Leash Range: 900
Cooldown: 15 / 14 / 13 / 12 / 11 / 10 seconds
Movement Speed Modifier: 10 / 12 / 14 / 16 / 8 / 20%
Magic Damage: 80 / 125 / 170 / 215 / 160 / 305 (+0.7 per ability power)
Soul ShieldIcon.jpg
Soul Shield
(Active): Karma summons a protective shield on an ally or herself that absorbs damage for 5 seconds.

Mantra Bonus: In addition to casting the shield, a surge of energy bursts out from the shield dealing magic damage to enemy units around her target.

70: 80 / 90 / 100 / 110 / 120 mana
Range: 650 (estimate)
Radius of Damage AoE: 600 (estimate)
Shield Strength & Magic Damage: 80 / 120 / 160 / 200 / 240 / 280 (+0.8 per ability power)


MantraIcon.jpg
Mantra
(Active): Karma empowers her next ability to do an additional effect. Karma gains a charge over time and stores up to 2 charges. The refresh rate is reduced by cooldown reduction and does not progress when having max charges. Both charges may be queued for application on the next 2 abilities. Reload begins when Mantra is activated, not when the charge is applied to another ability.

Mantra is available from level 1 and does not require skill points. The time needed to load a charge is reduced at level 7 and 13.

Cost: No Cost
Cooldown: 0.25 seconds
Charge Reload Time: 30 / 25 / 20 seconds
Champions



Possible my favourite champion in League of Legends. She has an amazing skill set and it requires real skill to play her in any particular role. Yes she is outclassed by other champions but I feel that once you master her she is just as powerful as any other support and AP Carry!

Anyone who has played Karma extensively will know that everyone just hates her because they just aren't skilled at her.

Thread Recap (last 10 posts from newest to oldest)

Mar 31, 13 at 9:53pm
captain boo


quote ShadowCrystallux
I'm going to probably be the least unbiased here. I love both the old and the new Karma.

Old Karma: The old one was problematic due to her almost complete lack of CC. She was amazing at negating poke and healing it off again. She scaled with time in a teamfight. The longer the teamfight the stronger you became, because you were shielding and healing non-stop. If an enemy decided to pick you off, you'd blast a 500 damage shield in their face and heal like hell. The problem with that is that most engagements tend to be quick, especially if one team has an AoE CC ultimate. She needed reworking.

New Karma: they've removed her lack of CC but as a consequence: her soul shield (or defiance I believe) is extremely thin. The speed buff is nice, but I'd rather axe the speed buff and give her back the old standards of shield strength. This was not a problem with Karma that needed to be changed. Her W takes 2 seconds of being connected to the target in question to chain an enemy, for half of the Lux snare at level 1. At level 5, it does it for the same length it has been doing for her the entire game. Granted, her's is a skillshot and Karma's is targeted, but the length of time you have to stay connected makes it very easy to escape from. The Mantra bonus on this is in no way beneficial to your team, as it doesn't increase the snare length/decrease the snaring time, it damages more and heals you...for a little. Her Q (both versions) are really nice. The Q is a little unrewarding now. You're getting in close range to do a little bit of damage and a 25% AoE slow. But it's exceptional at kiting, and it can be used to check bushes (something I like quite a bit). The Mantra bonus makes it a rather strong poke, and the slow on it is quite extraordinary. It's great for counter initiating, because if the ad carry is even remotely out of position and caught by this, your team can and will jump them. You can then W for the full effect, and just hope that they stay in range to get snared. She could do with a few buffs here and there to smoothen her playstyle, and I would definitely like to see her Mantra charges set back up to two.

TL:DR: Read it. I didn't write all that to summarise it.
I agree with all of this. It's not that I believe that Karma is a bad champ now, is not fun, or poorly made, I'm just upset that my champion disappeared.



Mar 31, 13 at 8:00pm
ShadowCrystallux


I'm going to probably be the least unbiased here. I love both the old and the new Karma.

Old Karma: The old one was problematic due to her almost complete lack of CC. She was amazing at negating poke and healing it off again. She scaled with time in a teamfight. The longer the teamfight the stronger you became, because you were shielding and healing non-stop. If an enemy decided to pick you off, you'd blast a 500 damage shield in their face and heal like hell. The problem with that is that most engagements tend to be quick, especially if one team has an AoE CC ultimate. She needed reworking.

New Karma: they've removed her lack of CC but as a consequence: her soul shield (or defiance I believe) is extremely thin. The speed buff is nice, but I'd rather axe the speed buff and give her back the old standards of shield strength. This was not a problem with Karma that needed to be changed. Her W takes 2 seconds of being connected to the target in question to chain an enemy, for half of the Lux snare at level 1. At level 5, it does it for the same length it has been doing for her the entire game. Granted, her's is a skillshot and Karma's is targeted, but the length of time you have to stay connected makes it very easy to escape from. The Mantra bonus on this is in no way beneficial to your team, as it doesn't increase the snare length/decrease the snaring time, it damages more and heals you...for a little. Her Q (both versions) are really nice. The Q is a little unrewarding now. You're getting in close range to do a little bit of damage and a 25% AoE slow. But it's exceptional at kiting, and it can be used to check bushes (something I like quite a bit). The Mantra bonus makes it a rather strong poke, and the slow on it is quite extraordinary. It's great for counter initiating, because if the ad carry is even remotely out of position and caught by this, your team can and will jump them. You can then W for the full effect, and just hope that they stay in range to get snared. She could do with a few buffs here and there to smoothen her playstyle, and I would definitely like to see her Mantra charges set back up to two.

TL:DR: Read it. I didn't write all that to summarise it.



Mar 31, 13 at 7:49pm
captain boo


quote BluAnimal
To all of you crying about the rework: If the new Karma is so bad, then why are pros still playing her? Even now that the hype has died down, people still play her. And guess what? Her winrate increased tenfold. She got more popular and more viable.

It may not be the same Karma and you may not enjoy her or want to keep playing her, but I'm finding it hard to believe Riot screwed up with this.

I never once said the new Karma is bad, I never once said she was worse than before. She's better now. Do I care? Yeah, my main champion got more powerful. You know that Trundle rework around the corner? What if they removed his most unique ability; his Pillar of Filth, and took away his ability to take stats from people with Agony? Do you think Trundle players would be happy with that? Core mechanics that make Trundle...Trundle?

I have a friend who plays and mains Trundle, and plays a bit of Karma, and after seeing her rework, he is terrified what they have planned for Trundle. I had to tell him that they weren't planning a whole overhaul on his kit like Karma to calm him down.

"Pros" playing her doesn't make the rework a success. Pros played Nami on release too, and for a good week or so, but they stopped playing her because she's apparently weaker than other supports. I'm not saying I agree with this, but what happens happens.

Riot did not make a bad champion by any means, and I'm not necessarily mad at them, but I'm sick of people saying that it's fine because she's "better now." Rework =/= Replace.




Mar 31, 13 at 3:06pm
BluAnimal


quote Hmszelda
quote BluAnimal
lrn2makesense

Anyway, can I have a summery of what was changed?

Dodge, the skill that Jax was based on was removed. When did you start playing, out of curiosity?

It was definitely a shock having only two of his skills remain the same, but then again Karma was in the same position. She's been changed to fit a role she originally didn't play. I understand it sucks to not be able to do what Karma used to do (insane low health burst) but again, she's not the only champion to be reworked like that.

I think the main reason she feels weak is because they changed everything but her base stats, which they really need to fix.



Mar 31, 13 at 2:43pm
BANDITO ATTACK


http://na.leagueoflegends.com/board/showthread.php?t=3286685

this post sums up everything that is wrong with this rework. karma wasn't good, but she has substance. they gutted her to make way for a generic inoffensive AP champ with nothing cool going on. if this wasn't a controversial relaunch, and was just a normal champ release, she would be as irrelevant as syndra or sejuani were on release. nobody would be interested.



Mar 31, 13 at 1:47pm
Hmszelda


quote BluAnimal
lrn2makesense

Anyway, can I have a summery of what was changed?




Mar 31, 13 at 12:36pm
BluAnimal


It's called getting over it.



Mar 31, 13 at 12:10pm
Skyexplorer


quote BluAnimal
To all of you crying about the rework: If the new Karma is so bad, then why are pros still playing her? Even now that the hype has died down, people still play her. And guess what? Her winrate increased tenfold. She got more popular and more viable.

It may not be the same Karma and you may not enjoy her or want to keep playing her, but I'm finding it hard to believe Riot screwed up with this.
What if they completely redid Jax, completely changed who he was, would you complain?



Mar 31, 13 at 12:10pm
MegaBassMan


quote BluAnimal
To all of you crying about the rework: If the new Karma is so bad, then why are pros still playing her? Even now that the hype has died down, people still play her. And guess what? Her winrate increased tenfold. She got more popular and more viable.

It may not be the same Karma and you may not enjoy her or want to keep playing her, but I'm finding it hard to believe Riot screwed up with this.
>Why are the pros still playing her?
Because she's new

>Her winrate increased tenfold:
More competent people are playing her

Your arguments are too few and too weak.




Mar 31, 13 at 10:24am
ssbm freak


I hate the changes to Karma, but Karma is definitely better than she was before. Actually her base damage values are absolutely freaking hilarious now. I'm thinking about seeing how she'll do as a tanky AP Burst.



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