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Posts Tagged ‘Karma’

Patch 3.5 banner

 

 

This patch will include:

  • Zac, Riot’s latest champion
  • The long- anticipated Karma rework
  • Numerous changes to Udyr
  • The Champion Select AFK System

as well as several balance tweaks, item changes and numerous bug fixes!

 

New Champion: Zac, The Secret Weapon

 

ZacSquare

 

 

 

        Zac

passiveicon 

 (Passive) Cell Division

Each time Zac hits an enemy with an ability, he sheds a chunk of himself that can be reabsorbed to restore 4% of his maximum health.

Upon taking fatal damage, Zac splits into 4 bloblets that attempt to recombine.
If any bloblets remains after 6 seconds, he will revive with 10-50% health depending on the health of the surviving bloblets. Each bloblet has 10% of Zac’s maximum health, and 50% of his Armor and Magic Resistance. This ability has a 5 minute cooldown.

 

Qicon( Q ) Stretching Strike 

Smacks enemies, dealing 70/110/150/190/230 (+0.5) Magic Damage and slowing them for 20%/25/30/35/40 for 2 seconds.

Cost: 6% of current health
Cooldown: 9/8.5/8/7.5/7

 

Wicon( W ) Unstable Matter

Zac’s body erupts, dealing 40/60/80/100/120 Magic Damage + 4/4.5/5/5.5/6 (+.02 AP)% of the enemy’s maximum Health as Magic Damage to all nearby enemies (Max: 200 damage against minions and monsters).

Cost: 4% of current health
Cooldown: 4/4/4/4/4 seconds

 

Eicon

 ( E ) Elastic Slingshot

Zac charges up over 1 second in the direction the ability was cast. Activating the ability again will launch him towards his target, dealing 80/130/180/230/280 (+0.7 AP) Magic Damage to all enemies hit and knocking them back for 0.5 seconds. Can be cancelled while moving.

Cost: 12% of current health
Cooldown: 24/21/18/15/12 seconds

 

Ricon( R ) Let’s Bounce

Zac bounces 4 times, knocking up and slowing enemies.
Each bounce deals 160/240/320 (+0.25 AP) Magic Damage to nearby enemies, knocks them up for 1 second, and slows them by 20% for 1 second. Enemies hit more than once take half damage and are not knocked up or slowed. Zac gains an accelerating movement speed buff (20-50%) while active. Zac can right-click to move while in the air.

Cost: No cost
Cooldown: 130/115/100 seconds

 

 

Balance Changes:

 

 

KarmaSquare

 

 

 

     Karma

 

Karma has been relaunched with updates to her model, her kit and her story. If you would like more information, you can read more here.

 

Karma_PassiveGathering Fire (Passive): Reduce’s Mantra’s cooldown every time Karma damages an enemy with one of her abilities (Half-effect for Karma’s basic-attacks).

 

 

Karma_QInner Flame (Q): Fires a blast of energy that explodes upon enemy contact, dealing magic damage and slowing all enemies in the area.

 

Karma_Q_EmpoweredMantra Bonus – Soulflare (R+Q): Deals additional magic damage and leaves a circle of flame at the impact area (or upon reaching maximum range), heavily slowing all enemies inside the circle. After a brief delay the circle erupts, dealing heavy magic damage to all enemies in the area.

 

Karma_WFocused Resolve (W): Links Karma to target enemy champion, revealing them and dealing magic damage over 2 seconds. If the link is not broken, the enemy is rooted.

 

Karma_W_EmpoweredMantra Bonus – Renewal (R+W): Focused Resolve deals bonus magic damage over time and heals Karma for a percent of her missing health while linked to her target.

 

 

Karma_EInspire (E): Target ally gains a shield, granting movement speed for a brief duration and absorbing damage.

 

Karma_E_EmpoweredMantra Bonus – Defiance (R+E): The shield overflows with energy, dealing magic damage to all enemies around the shielded unit. Allied champions near the shielded unit gain half of that amount as a shield and are hasted.

 

Karma_RMantra (R): Karma empowers her next ability within 8 seconds for an additional effect.

 

 

 

 

HecarimSquare

 

 

 

   Hecarim

 

Spirit_of_DreadSpirit of Dread (W): 

  • Cooldown increased to 22/21/20/19/18 seconds from 18/17/16/15/14

 

The previous version of Spirit of Dread did not offer enough opportunities for tactical decision-making. With higher cooldowns, our goal is to reintroduce strategic choices other than merely activating the ability whenever it is available.

 

 

RumbleSquare

 

 

 

    Rumble

 

The_EqualizerThe Equalizer (R)

 

  • No longer deals initial impact damage but the area burn damage now starts immediately instead of after a 0.5 second delay
  • Burn damage per second increased to 130/185/240 (+0.3 Ability Power) from 100/140/180 (+0.2 Ability Power) (total damage unchanged)

 

Rumble’s ultimate was intended to be an area control effect but, with the large upfront damage it deals, it tends to be used more as a long-range nuke instead. With this patch we’re adjusting The Equalizer to better match its original intent.

 

 

UdyrSquare

 

 

 

      Udyr

  • Mana cost of all stances decreased to 47/44/41/38/35 from 55/50/45/40/35

 

Monkey's_AgilityMonkey’s Agility (Passive)

 

  • Now grants 5 Movement Speed per stack instead of 4% bonus Armor and Magic Resistance

 

Turtle_StanceTurtle Stance (W)

 

  • No longer returns mana when dealing damage
  • Shield increased to 60/100/140/180/220 from 60/95/130/165/200
  • Udyr can now critically strike in Turtle Stance

 

Bear_StanceBear Stance (E)

 

  • Udyr now ignores unit collision while the movement speed bonus is active
  • Udyr now performs a slight dash toward his target on stunning attacks while the movement speed is active
  • Bear stance attacks can no longer be self-interrupted mid-attack
  • Movement speed increased to 15/20/25/30/35% from 15/18/21/24/27%
  • Movement speed duration reduced to 2/2.25/2.5/2.75/3 seconds from 2/2.5/3/3.5/4

 

Phoenix_StancePhoenix Stance (R)

 

  • First attack after activating Phoenix Stance now immediately procs the fire cone in addition to every 3rd attack
  • No longer grants bonus Ability Power and Attack Damage when activated
  • Ability Power ratio on the fire cone increased to 0.45 from 0.15
  • Updated the fire cone’s spell effect to be more visible

 

In this patch, we’ve made some substantial changes to Udyr. Our goals were to make changing stances feel more impactful, transfer power from passive stats to actual noticeable effects and reduce problematic lane issues. For example, Turtle Stance currently allows Udyr to become an immovable object in lane once he gets ahead, and we want to address that.

 

Quality of Life Changes & Bug Fixes

 

 

AkaliSquare

 

 

 

    Akali

 

Twilight_ShroudTwilight Shroud (W)

 

  • Akali is now immediately stealthed/revealed upon entering/leaving the Shroud zone
  • Akali is now immediately stealthed when casting Twilight Shroud directly on herself
  • Akali is now revealed from stealth upon casting a spell or beginning an attack rather than upon dealing damage
  • Delay on re-stealthing increased by 0.15 seconds

 

Akali’s Twilight Shroud was behaving inconsistently before this patch, so we’ve adjusted it to better match its visual and theme, and to provide greater opportunity for counterplay.

 

 

AniviaSquare

 

 

 

   Anivia

 

CrystallizeCrystalize (W):

  • Fixed a bug where Crystallize could stop uninterruptible movement abilities such as Malphite’s Unstoppable Force

 

 

AsheSquare

 

 

             

       Ashe

 

Focus Focus (Passive):

  • Now displays the Critical Strike chance bonus on the buff bar

 

 

 

DravenSquare

 

 

 

    Draven

 

Spinning_AxeSpinning Axe (Q): 

  • Now leads Draven more accurately when he is benefiting from Movement Speed increases
  • Axe drop location will no longer be placed partially inside walls / terrain

 

 

MasterYiSquare

 

 

 

 Master Yi

 

Double_Strike Double Strike (Passive):

  • Double Strike swing time now scales with Master Yi’s Attack Speed instead of being fixed at 0.6 seconds
  • Fixed a bug where the second strike of Double Strike could critically hit turrets

 

 

RivenSquare

 

 

 

      Riven

 

WindSlashWind Slash (R): 

  • Fixed a bug where Riven could cast Wind Slash a second time after using Zhonya’s Hourglass

 

 

RumbleSquare

   Rumble

 

Electro-HarpoonElectro-Harpoon (E):

  • Fixed a bug where the visual effect would disappear before the actual end of the projectile

 

 

TrundleSquare

 

 

 

    Trundle

 

Pillar_of_FilthPillar of Filth (E)

  •  Fixed a bug where Pillar of Filth could stop uninterruptible movement abilities such as Malphite’s Unstoppable Force

 

 

WarwickSquare

 

 

 

   Warwick

 

Hunter's_CallHunter’s Call (W)

  • Now displays range indicator on mouseover

Blood_ScentBlood Scent (E)

  • Now displays range indicator on minimap on mouseover

 

 

ZedSquare

 

 

 

         Zed

 

Living_ShadowLiving Shadow (W)

  • Fixed a bug where Living Shadow would sometimes cast in a random direction

 

 

Items

 

Nashor's_ToothNashor’s Tooth 

  • Combine cost increased to 430 gold from 200 (total cost increased to 2500 gold from 2270)

Spirit_of_the_Elder_LizardSpirit of the Elder Lizard

  • UNIQUE Passive damage reduced to 6-40 over 3 seconds from 14-50

Maw_of_MalmortiusMaw of Malmortius

  • Fixed a bug where the Lifeline shield was lasting for 3 seconds instead of 5

 

Champion Select AFK Detection

 

  • When any player in a match-made game fails to select a champion before their timer expires, the game is terminated.
  • A player who fails to select a champion is given a queue dodge penalty. The dodge penalty functions exactly the same as if the player closed their PVP.net client.
  • Solo players who succeed in selecting a champion are returned to the front of the matchmaking queue.
  • Arranged teams whose members all succeed in selecting a champion are returned to the front of the matchmaking queue.
  • Arranged teams with one or more members who fail to select a champion are returned to the arranged team lobby.
  • Draft mode is handled on a pick-by-pick basis. If a player fails to pick a champion during their turn, the game is terminated immediately. Players later in the draft order, who did not have an opportunity to pick a champion, are given the benefit of the doubt and not assigned a dodge penalty.
  • This feature currently only applies to match made games. Custom games still assign a random champion if one is not selected.

 

General

 

  • Turrets

In Season 3, we made a few changes that made turrets feel less like a safe haven for defenders – especially in the early parts of the game. Specifically, with turrets attacking minions in a set order and some champions itemizing for health earlier on, it’s become easier for teams to push aggressively and even dive turrets with low risk. These changes should give defending players more of a fighting chance when under their own turret.

  • Turrets now deal 105% damage to champions for the first attack, increased from 94.5%
  • Turrets now deal 25% additional damage for consecutive attacks on the same champion (max 225%), increased from 20% (max 210%)
  • Siege Minions
    • Siege Minions now take 70% damage from Turrets, increased from 50% damage
    • Siege Minions now deal 150% damage to Turrets, reduced from 200% damage
  • Super Minions
    • Super Minions now take 70% damage from Turrets, increased from 50% damage
  • Teleport

We are fixing a bug with Teleport where its visual effect would disappear if cast on an expiring temporary unit. Teleport should always be visible to opponents who have vision of the area, much like how casting it on a non-revealed ward still displays a visual effect.

    • Fixed a bug where Teleport’s “incoming” visual effect on the target unit would disappear if cast on an expiring temporary unit, such as Jarvan’s Standard or Thresh’s Lantern
  • Fixed a bug where new players could not be invited to Matchmaking lobbies after teammates miss a ready check
  • Smart casting with charge-up abilities should be more responsive now

 

The highlight of this patch is definitely the Zac release, followed by Karma’s rework and the changes to Udyr. If you’d like to read more on these updates, please follow the links below.

 

Zac preview article

Karma’s Rework article

PBE: Udyr changes article

 

Have any gripes or praises for the new patch? Share below!

 

Good luck on the Fields of Justice!

 

Categories: LoL News Tags: , , , ,

Comic: Expired Goods

March 21st, 2013

comicbannerComic2-2

Artist: Kaleta


Writer: Digiwombat

Karma’s Remake Overview

March 20th, 2013
Karma Banner Final 

 

Karma has had her official remake and it’s on the PBE server! Check out how her abilities work and look below!

 

 

Karma’s abilities & looks

 

karma model final

Karma’s Default Model

 

Gathering Fire (Passive)

 

Reduced Mantra’s cooldown by 1 second each time Karma damages an enemy champion with one of her abilities (Half-effect for Karma’s basic attacks).

 

Inner Flame (Q)

 

Mana cost: 50/60/70/80/90

Cooldown: 7/6.5/6/5.5/5

 

Fires a blast of energy that explodes upon enemy contact, dealing 60/110/160/210/260 (+0.6) magic damage to enemies in the area and slowing them for 15%/20%/25%/30%/35% for 1.5 seconds.

 

Mantra Bonus – Soulflare: Deals 25/75/125 (+0.3 AP) additional magic damage and leaves a circle of flame at the impact area or upon reaching maximum damage, slowing enemies for 50%. After 1.5 seconds the circle erupts, dealing 50/150/250 (+0.6 AP) magic damage to enemies in the area.

 

karma Inner FlameInner Flame (Q)

 

empowered flame

Inner Flame Soulflare (Mantra Q)

 

Focused Resolve (W)

 

Mana cost: 70/80/90/100/110

Cooldown: 16/15.5/15/14.5/14

 

Links Karma to target enemy champion, revealing them and dealing 60/110/160/210/260 (+0.6 AP) magic damage over 2 seconds, rooting them in place for 1/1.25/1.5/1.75/2 seconds if the link is not broken.

 

Mantra Bonus – Renewal: Spirit Link deals 75/150/225 (+0.6 AP) bonus magic damage heals Karma over the duration for 75/150/225 (+0.6 AP)

 

Spirit Link

Focused Resolve (W)

 

Inspire (E)

 

Mana Cost: 60/70/80/90/100

Cooldown: 12/11/10/9/8

 

Target ally gains a shield, granting 20%/30%/40%/50%/60% movement speed for 1.25 seconds and absorbing 80/120/160/200/240 (+0.5 AP) damage for 4 seconds.

 

Mantra Bonus – Defiance: The shield overflows with energy, dealing 60/140/220 (+0.6) magic damage to enemy units around her target. Allied champions around her target gain half that amount as a shield and are also hasted by 20%/30%/40%/50%/60%.

 

Inspire E

Inspire (E)

 

Empowered Shield final

Defiance (Mantra E)

 

Mantra (R)

 

No Cost

Karma empowers her next ability within 8 seconds for an additional effects.

 

Soulflare: Deals 25/75/125 bonus magic damage and leaves behind a circle of flame, heavily slowing enemies and dealing 50/150/250 damage after a brief delay.

 

Renewal: The link deals 75/150/225 bonus magic damage to her target, healing Karma by the same amount while the two are linked.

 

Defiance: Allied champions around Karma’s target become shielded and gain movement speed. Enemy units around her target are dealt 60/140/220 magic damage.

 

karma mantra model final

 

 

Karma’s Remodeled Skins:

 

Sun Goddess Karma

 

Karma Skin 1 Final

Sun Goddess Karma Model

 

Sun Goddess Mantra

Sun Goddess Karma Mantra

 

Sakura Karma

 

Sakura Karma Model

Sakura Karma Model

 

Sakura Karma Mantra Final

Sakura Karma Mantra

 

 

Good luck on the Fields of Justice!

 

Karma Banner alt
With Karma’s Remake just a few days (or hours!) away, Riot have been ever so willing to tease the community with bits and pieces of her design.

 

on on why Karma’s fans have made a return in her design, albeit only during her dance emote.

 

The Return of the Fans:

 

Annie_Splash_Goth_Tibbers

 

Ququroon: I felt this needed its own post.

Yes, we did add them in, on all her skins. Yes, as some of you have guessed, it is only on her Dance. We wanted to give you guys an homage to the fans, as they were a key element to her in the past.

 

We did initially remove the fans, as Morello quipped in the Leak thread. We weren’t fully prepared for how fond of them some of you were; which is a point we’ve heard loud and clear, and will be discussing further in-depth for future Relaunches and Visual Upgrades.

Allow me to jump into the fray here for a second. On our champions, especially older ones, we have very iconic elements. Things that when you think of the champion, you can’t help but think of. This can go one way or another, either good or bad, weak or strong.

An example of this in the past would be Annie’s panties. Could you argue that it was a core element to her design? Sure. Okay. But was it strong, or a good thing? A little more arguable. Was it something we wanted to keep? How would it look with increased fidelity? How much are players attached? We reviewed this in her case, and removed them. We felt that something like Tibbers was much stronger, more core, and very recognizable in her case, and so we pumped that up to the awesome floppy bear you see today.

The takeaway here for and from Karma is that we should scrutinize core elements more. This doesn’t mean we’ll necessarily keep them all, but perhaps if we do wind up in a similar situation, we’ll keep some kind of reference in. For the fans, as I said, we added them back in as an homage, for those fond of them. We really wanted to push the Mantle of Decorum, and her Mantra style gameplay. And who knows? Maybe this will open the space for another fan champion to blow us all away?

Does this properly explain our choices, whether you like them or not?

Does that mean we can expect to see Sejuani’s boar removed? It only serves a purpose in one of her skills and the thing seriously detracts from her overall appearance.

 

A little love for Sejuani

 

Does that mean we can expect to see Sejuani’s boar removed? It only serves a purpose in one of her skills and the thing seriously detracts from her overall appearance.

 

Annie_Splash_Goth_TibbersQuquroon: I felt this needed its own post.

Sure, I can see how my post could lead to that impression. And you know what? I can agree with your line of thinking. I personally feel that Sejuani is thematically weak- because while she has both a Flail and a Boar, she… doesn’t really use either of them. Does this mean we should remove both? Absolutely not! Hear me out.

What is Karma is two words? What fantasy does she fill? She’s very serene and calm in the face of everything. The fans were an end to those means; a part of the whole, but not really front and center when you boil things down. She has a lot of focus now, and uses her strong empowered will. I’m sure Runaan will speak on this more in the AMA tomorrow!

Now how about Sejuani? She’s a mounted warrior, mowing down enemies from atop a brutal beast. Should she be on a mount? Probably! Does it have to be a boar? …Not really! Could we change that? Sure. The question is will we. And… Will we? Not if we don’t have to. We don’t like changing things where we don’t need to. Could we sell her fantasy better though? Yes. Absolutely. Our angry Freljordian could use some love.

So… in a short of it, I feel like Karma needed some refinement and focus in her fantasy, whereas Sejuani needs improvement and better communication of her theme.

 

So her skins won’t get the glow hands and sweet leg tatoo thing?

 

Annie_Splash_Goth_Tibbers

Ququroon:

They do. The awesome glow is on all her skins, it shows when she uses Mantra (and looks sweet).

 

 

For all you 3D Designers, IronStylus has presented his insight on why certain filters and physics mechanics are difficult to implement.

 

Why League animating is different:

 

SwainBilgewaterParrotIronStylus: We do indeed animate differently. There’s no cloth simulation, no real-time physics engine, it’s all hand-crafted. This makes fabrics in general very taxing on the animators, and when things go astray, where there’s clipping, or a particular animation might cause the polys to deform badly, we have to edit. It’s not about “are we up to the challenge”, there are physical limitations we do have to deal with, and we do have to make cost/benefit analysis at times. It can be an issue of practicality, feasibility and payoff.

Ohmikegoodness is an absolute authority on this. He can tell you personally how difficult Queen Ashe and Divine Soraka were.

 

Follow Riot’s Reddit AMA on Karma’s remake if you’d like to ask the developers some questions of your own!

 

The New Karma will soon be available on the PBE for testing! In addition to her visual overhaul, she will be receiving numerous improvements to her skills, which are listed here. A full review of her remake will be posted come the next few days!

Riot Fixed

After months of waiting with bated breath we finally know what wild and wonderful powers Karma will be graced with!

Passive:

Gathering Fire – Damage from Karma’s spells and basic attacks lower Mantra’s cooldown.

Q:

Inner Flame – Skillshot that deals magic damage and slows enemies.

Empowered by Mantra: Soulflare – Increases damage and leaves behind a zone that slows and, after a brief delay, explodes for AoE damage.

W:

Focused Resolve – Enemy-targeted tether that deals damage over time. If the tether is unbroken after a short duration, the tethered target is rooted in place.

Empowered by Mantra: Renewal – Deals bonus damage and heals Karma for the duration of the tether.

E:

Inspire – Shields an ally and grants them a short speed boost.

Empowered by Mantra: Defiance – Enemies near the shielded ally are damaged while nearby allies are shielded and granted a short speed boost.

R:

Mantra – Empowers Karma’s abilities, adding an extra effect to the next ability cast.

The goal was to make her a support that might build some AP (like Zyra) but also give her some viability in solo-lanes. On paper it looks like she’ll be a lot of fun to play while still feeling like Karma. Can’t wait to play her and find out!

You can read everything Riot have to say, as well as contribute to the discussion yourself, here

 

Categories: LoL News Tags: , , ,
Karmabanner

 

At long last we have information on Karma’s new visuals! Have Riot managed to preserve the original Eastern-culture focus of Ionia’s champion or is this a new direction entirely? Read to find out!

 

 

“Looks like our cover’s been blown…

Karma_Traditional_SS44

Traditional (Classic) Karma

Yep, this is new Karma. Yep, this is a big change. We believe Karma needed a re-imagining, and we are going to talk to you about why we feel that’s the case. But before we dig into it, there’s something you should probably know first – anyone who owns Karma before her relaunch will get this Traditional Karma skin for free:

This is important, because we know there are lots of fans (heh) of Karma’s existing look, and we don’t want to take that for granted.

We actually have been working on a dev diary that talks about our thought process behind Karma’s relaunch, but since the cat’s out of the bag…we’ll share the story and art sections of the dev diary right here, right now. We’ll release the full dev diary, including details on her new kit, when she’s ready for PBE (which is pretty soon). Without further ado, here’s her new splash:

Karma_Splash3

 

Obviously the team working on Karma’s rework is excited to show her off and with good reason! Here’s Grumpy Monkey with more specific details:

 

Why did you change Karma’s look and costume?

 

Riven_BattleBunny_Backgroundface_AvatarKarma’s original look had a few shortcomings that we’d like to address for her relaunch. For starters, her aesthetic was hard to read and didn’t really convey much about her character. Her fans, dress and posture didn’t reflect her playstyle or storyline. There was a lot we could change about Karma to bring a more cohesive vision to the character.

 

First, we made sure that Karma’s new look showed off her status as a paragon of Ionia while appearing unique on the battlefield. Her floating fans weren’t cutting it as magical conduits, so we replaced them with a powerful manifestation of her Ionian will. Now, Karma carries the draconic symbol of Ionia with her at all times. We also decked her out in Ionian garb to emphasize her allegiance. We also crafted a new set of animations that emphasized her status as a champion of Ionia rather than a matronly diplomat.

This new approach to Karma transforms her into a badass conduit of inner strength that brings Ionia’s strength to every battlefield.

Karma_SS

Karma’s new look

RiotRunaan has shed some light on what they were hoping to achieve with Karma’s new look:

 

EzrealIn the past, we’ve created engaging characters that epitomize the ideals of their homeland. Garen as the Might of Demacia or Darius as the Hand of Noxus are good examples. With Karma, we wanted to capture Ionia, a place of wisdom and great spiritual power.

We also wanted to hold onto much of Karma’s characterization. She’s a strong leader and a mystic who stands apart from other champions.

What were we looking to improve with Karma?

The connection between Karma’s motif and playstyle was never as clear as it could have been. She didn’t have a distinct theme that tied everything together and brought out the badass spiritual leader she is in her lore.

Ionia is a land that has suffered greatly. The ongoing struggle has taken its toll on Karma’s calm, composed demeanor. We wanted to evolve Karma’s personality to suit her place in a nation filled with internal strife and awakened ferocity.

What have we done to address these issues?

Karma can now manifest her inner spirit and willpower as powerful magical energy. With her inner flame she can inspire and protect her allies, damage foes and manipulate the spiritual bonds between those around her. We’ve also taken her Ionian ties a step further: her magic springs from the crest of twin dragons in her mantle, literally and figuratively transforming her into a symbol of her homeland.

The changes we’ve made have given new life to Karma’s title, “The Enlightened One.” In the past, her title conveyed her serenity and calm. Now, it represents the enlightened path she’s found for Ionia: a new path, merging the spiritual traditions of Ionia with the nation’s newfound strength.

Finally, we’ve given Karma new VO that conveys her internal struggle and intensity. Karma’s attempting to unite a wounded and divided nation, which is no easy task! We want you to believe she’s got the inner strength—and inner flame—that it takes to persevere.

Conclusion

Karma’s now the powerful Ionian leader she was always meant to be. Through her determination and indomitable spirit, she’s set to rebuild Ionia and inspire her people to greatness.

 

Grumpy Monkey has explained why Karma no longer wields fans:

 

Riven_BattleBunny_Backgroundface_Avatar“Hey Guys, just to chime in on the fan conversation and to give some insight.

We got rid of the fans because they did not reflect who we wanted Karma to be going forward. The lore team really wanted to make Her the paragon of Ionia. The fans were not cutting it as a source of readable power in game either. So we iterated on the Ionian standard, the two swirling dragons.

We played with the idea that She harnesses Her spiritual energy and uses the Two Ionian Jade Dragons as a conduit for her Mantra. After the particle team got hold of that idea, they made something that was much more impactful and holistic than the two fans. We feel it’s a much stronger idea.”

 

Regarding her balancing, Scarizard had this to add:

 

Graves_Riot“Hey dudes! As you might know by now, i’m heading up the Karma Relaunch from the design side, and i bring good news – we are changing her kit. While i don’t want to go too in-depth just yet, i wanted to drop in to this thread and answer this question, as it’s one i’ve heard a lot and am sure will continue to be a concern.

Karma was re-imagined in our eyes as a support-mage. Think Lux, Morgana, Orianna – the kinds of characters that scale just as well with ability power as they do cooldown reduction and provide a lot to the team in the way of supporting their efforts. As a support-mage, she won’t necessarily have the exact same specialized strengths as say Nami or Thresh (who were primarily designed as duo-lane support champions), but brings a mixed bag of damage and utility that we hope will leave you able to affect the outcome of teamfights and skirmishes alike no matter what lane you want to take her.

I’ll be back with specifics on her abilities and mechanics as we get closer to her PBE release.”

 

Unhappy with how Karma will look after her update? Fear not! Riot Pwyff is here to share his insight on the Traditional Karma skin:

 

Lulu_Splash_DragonTrainer_MidBottomDragon“Alright so I got the final word here.
Vintage Karma will be available for purchase for two weeks after Karma officially hits the live servers. After that, Vintage Karma will be retired to our legacy skins vault.
Karma’s IP / RP prices will not change on her launch.

As for Karma being a reward for her old fans, it’s a question of what you value. You already own Karma and if you liked her old aesthetic, this is the opportunity to get retain that. If you want to be known far and wide as the first Karma adopter in the world, that might be a little more difficult ;(“

 

But how will she sound? Not that much different if you’re an old- time fan, says RiotAmes:

 

Jayce_Default_Avatar“Traditional’s voice will be her original VO.”

 

 

 

My thoughts

 

Personally I’m thrilled that Karma’s getting her well-deserved visual rework! Her spells never felt empowering or epic and judging by the screenshots provided, it seems Riot is aiming to do exactly that. Obviously they want to make players feel connected to the champion’s background and homeland and the Ionian-themed clothing and ornaments suit Karma wonderfully. She looks mesmerising and unique, a true paragon with mystic powers. I will miss the fans, though. Watching them swirl around like birds was absolutely brilliant so I’m a bit disappointed that they’re not present in her new look. Then again, they probably wouldn’t have fit her new psychic spellweaver style.

One thing that I’m sure many of you are wondering is how Karma’s spells will be reworked. Sadly there is no information about that yet, but hopefully Riot will be able to build on Karma’s unique support/mage philosophy.

Overall this is great news for Karma players! She is a special champion that deserves her spotlight in competitive play.

 

Stay tuned for more info on Karma’s rework!

 

Good luck on the Fields of Justice!