so i was thinking of a better option for windwalker’s touch of karma since it will always get BoP’ed in pvp, or a sub rogue would cloak it, or a mage would block it…
why not make it that it’s an absorb on self, same amount of damage, does damage to EVERYONE that attacks it (similar to thorns) until shield is broken. that way it won’t get BoP’ed, cloaked, or ice blocked…
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Great lets make an already god tier spec with the fewest counters even more broken.
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can you elaborate on why it’s broken? i’m not asking about windwalkers current state whether op or not, but rather why the karma rework would be a bad idea? every class has it’s up’s and down’s with being “op”, but doesn’t justify a good rework to an existing problem to a class (karma being removed insta in a lot of situations).
i get shadowy dueled at 100% hp with no trinket up, i come out of stun and karma a rogue and then he just cloaks it off and i die. how is that considered “op”?
very smart, give mages permanent ice block and lock permanent unending resolve while you’re at it, oh and nerf paladin ofc cus it still manages to stay alive for more than 2 seconds
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i mean warlocks can dark pact while cc’ed, on a 45 sec cd, i don’t get your logic abx.
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Karma is unique, and making it the same as priest reflective shield would create more homogenization. It is counterable, unlike most other defensives, yes, but the reason is that it’s both a defensive and offensive ability in one. Few abilities in WoW have this niche, and I like it.
If Karma was the only defensive a WW has, I’d understand the reasoning for making it “undispelable”. Monk has a few more “traditional” defensive CDs which cannot be countered in any way. IMO Karma should stay as it is.
It’s not a bad thing if you get a block/cloak/bubble for it, if you can manage to survive they are most likely dead.
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Bold of you to assume that the WW wouldn’t have already forced those abilities with its disgustingly broken damage.
as i mentioned above if you would bother using your 1 iq cell to read what i’ve written above, i’m excluding their damage because they’re due to be nerfed at any time.
If you would bother using your 1 brain cell, you would understand why your proposed karma rework would be a bad idea and make an already broken spec even more broken.
You said:
If you actually played the game you would know that’s not true, as the WW is forcing defensives all game because its damage isn’t tied to Leg Sweeps and Serenity goes like the 1500 WW’s on here claim it is.
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I’ll just feast on your tears while you struggle on one of the most broken specs in the game.
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this was fine because a mage trading a block for karma is risky, as is trading a bop for karma. then rogue got given bubble and with the CDR from vanish, they get it back in like a minute.
reworking karma? no - just remove cloak bubble. pretty simple. the spell worked fine for like 10 years. reworking spells because of a new op thing is how you end up with every melee having infinity mobility because they kept adding blinks to mage
In my general opinion, anything that nullifies something else should ideally have like double its cooldown to do so. The fact only certain spells of some classes can be fully nullified by certain abilities is imo pretty dumb. Offensive cooldowns in the past like Combustion/Vendetta being some of the only removal abilities in the game or even spells like Karma / Vendetta where they were put on the target. I think things need counterplay but major cooldowns should require a bigger trade and something that outright removes something else should not be usable every cooldown it is up. Similarly they have no way to balance certain defensives like how Locks can just throw out their 20s 1min wall in 2s on literally nothing because its up so often before its an issue and now sub rogues just blowing vanishes to lower all their CDs.
To me it seems like they have a habit of making already good spells do too much and then having to compensate somewhere.
Dunno I kinda feel PvE is still just a main reason why the current design of a lot of classes is just…odd. Too many abilities do too much with too little counterplay. Too many abilities are also too good in certain modes than others.
my logic is that some classes are uncapable to make any impact on the game whatsoever, enhancement shaman, fury warrior, sp, frost dk, ret pala as an example, maybe those classes should be fixed so they don’t die when someone looks in their way for more than 2 seconds instead of reworking karma for an already godly OP S tier melee in pvp?
I saw some get touched by death for 350k + (450k overkill) yday lol
are u sure this thing does anything aside from the masteraura effect
Monk is already borderlining immortal already
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tell it to the ones playing shuffles dieing in 10 seconds from openers 
3rd tuning patch for season 4 perhaps, little more for monk, it cant have any harm or can it?
It’s not a bad idea but Karma usually has a skillcap on usage, if you’re against a Rogue just karma someone else.
Same goes for Paladin matchups. If the guy actually bops an imp or a pet just to get your Karma, it’s kind of troll