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Karma’s Rework: The FIRST Visual Gameplay Update | League of Legends



For this episode of the Rework Retrospective series, I wanted to go over Karma’s because (unless I’m mistaken), it was Riot’s first attempt at a full visual gameplay update, and a precursor to all major reworks going forward, despite not many people knowing about it.

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25 Comments

  1. I desperately tried contacting you before this video, to prevent you from making these mistakes. Overal, it's been a great video, as always, but since Karma is my area of expertise, I spotted a few unfortunate missunderstandings (brace yourself):

    4:24 – Old Karma did NOT damage the enemies she tethered to, only those who tripped over it.
    7:28 – W allowed you to attach to enemies and stay in range of your Q-RE-Q burst. W in general was an important tool to place your shortranged abilities in more optimal positions.
    8:25 – A specialist isn't always "better". There is power (and fun) in flexibility. Riot eventually realized as much and is currently making more of them, which is frustrating to see after kneecapping Karma's solo capabilities on so many occasions.

    10:00 – "She used to be the only enchanter with no hard CC in her kit". And wouldn't it have been interesting to see them build on that concept, rather than watering her down to do what others already do (better)?
    11:05 – Respectfully, I think you are praising mantra W too much. The root only exceeds Morgana's Q after maxing both W and R, but most games end before that. It is also VERY delayed (~0.5s casting, 2.0s tether). The heal is incredibly problematic, since it scales with effective HP. This opens the door to her tank cheese, while making it scale poorly with mage stats. It is very selfish for a support, and for mages can be understood as a lost trade, by giving up your important RQ damage for a self-heal. It's not a well designed ability.
    11:32 – Mantra offered more interesting decision making in the past and is currently too dependent on your *build*, rather than the current situation.

    13:25 – People simultaneously complained her mantra was too weak, but needed to be kept in check. That was the point. If you mindlessly used it, it was underwhelming. Her kit forced you to constantly be on the watch for and create scenarios in which you could maximize both the offensive and defensive capabilities of your spells. At 5:28 you can see Karma flash in and use RE on herself, instead of saving Ahri with it. That was a clear misplay.
    13:35 – Incorrect. The issue with duality mantras (namely RE – shieldbomb) is her PASSIVE, not her base abilities. RiotNeuroCat confirmed that. It is entirely feasible to give her another passive, change mantra CD and re-introduce duality mantras, without touching Q, W & E.

    14:15 – "First times." often suck, and Karma wasn't made under the best of circumstances. No dedicated teams, no experience, leaks, a rushed release, etc. So, two things can be true at the same time: 1) Reworks are an essential and positive force for LoL's game health. 2) Karma's rework sucked.
    14:25 – With all due respect, but I don't think Riot succeeded in retaining Karma's core experience. However, duality WAS preserved in her rework, and didn't get thrown out the window for another 2 years. This was also when they removed Karma's signature spell (shieldbomb), which she had for 5 years by then.

    Be assured that I have a huge amount of respect for your work, which is why I wanted to help out. This video is impressive, since I know that you can't have experienced half of these things first hand, so why I wanted to give you a helping hand, offer my insights as a Karma enthusiast for 9 years. It's a shame we couldn't clear up these few issues before the release of this video. The Karma community already suffers from a lot of misunderstandings regarding her past and current kit.

  2. i liked old karma her passive i wasn't that big a fan of but the rest was pretty fun (passive could be ok but i feel they could do better)
    and since ivern has an exploding shield now maybe something else for that abillity

  3. I played her top. That passive got me so many free kills against tower divers.
    Champs like Jarvan loved that big shield bomb on their engages.
    They would send friend requests to duo with me all the time.
    Bjergsen even pulled off a penta kill in pro with her.
    New Karma is just a Janna with a side grade.
    The rework was a complete failure from my point of view.

  4. I mained old!Karma and I absolutely despise her rework. Mechanically it felt bland, uninteresting, and contradictory to me, which never got better no matter how many times I tried playing her. Yet even above that, I detest the way they altered her character. She went from Ionia's ambassador, a renowned and elegant peacemaker who defused political situations with her quick wit and negotiating skills, to a martyred warlord who brought the Good News of combat to a bunch of foolish pacifistic people. Even now, years after the rework was made, thinking about it makes me angry.

  5. I miss how old Karma would use herself as bait (kind of like AP Shaco does now)
    She was so busted vs melee, especially Assassins.
    They jump on you at low hp, DFG, Mantra shield, Mantra Q, tether a minion, and you win the fight.
    You also were able to Mantra shield minions when your opponent went to last hit them to both poke and mess up their farm.
    She was so fun

  6. I know its kind of late to be saying this, but having a single minded focus on her being an enchanter is just fully the wrong idea. Karma was an AP bruiser who could do some extra team supoorting on the side. She could hit hard and survive to cycle her abilities, allowing her to be in that position. Honestly, she should have been a concideration for the AP bruiser video you made given just how effective she was building that way.

  7. Karma's first design was better, just she needed the current passive. Like several reworked champs, they usually only had 1 bad ability that needed a redo to fix the kit.

    Old urgot just needed a new ult, original aatrox passive was awful, they reworked the passive and it was great, then they deleted the champ 6 months later for a "rework". Galio just needed his E that he has now, his old kit was fine, they made him a generic tank OR melee burst mage now. Maokai still needs work as his rework just further destabilized him. Skarner's rework just made him useless due to the crystals (propts to rito for making such a drastically unique champ, just wish they'd fix it when the uniqueness doesn't work)

    And a few examples of "minor reworks" that completely changed how champs play by replacing 1 ability or heavily modifying a few, bringing them upto speed. Mundo, Wukong, Rammus, Diana (swapping her E and ult) and reksai. All these champs feel the exact same way to play and play against, but their lackluster abilities got some oomph

  8. Old Karma was so unique and rewarding to play, while the new one is just a generic mage-support. I usually like the reworks, but Karma's was an utter failure.

    I wish they would bring old Karma back

  9. As someone who mained Karma in S1, I knew her kit and play style was a little off. She needed some changes to give her an identity of being either a healing battle mage or a bursting shield support. She was doing both and that wasn’t a good thing. We wanted some changes to give her a direction, not a full on re-design.

    They took away the fans and changed her completely, I was so upset that my champion got deleted. I stopped playing her afterwards because she just wasn’t the same anymore.

  10. I always expected them to rerework Karma. If they did some day, this might even bring me back to playing LoL more regularly. I feel like the old Karma would perfectly fit into modern LoL with just some little adjustments while the new Karma just plays like 30 other Champs and is pretty boring to play or watch in my opinion

  11. I still think karma rework was a downgrade and ruined the champ. I loved original karma and hate that the tethering of friendly characters is just gone

  12. Riot boss Karma's working like an enchanter that has a similar trade combo power so we keep having to nerf her into being unusable what can we do.

    Employee: why not give her a double stun and an ally shield

    Riot boss good good what else

    Employee and her q does the same damage as a burst mages trade combo

    Boss: perfect

  13. I remember playing the old karma on top lane. You would take magic pen and ap runes , try to go as low as possible on a level 1 trade and actually one shot your opponent with her old Q . That shit was so cheesy

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