VALORANT Agent Concept : Karma // SENTINEL

Posted by Steve

Wednesday, May 17, 2023 4:36 AM

VALORANT Agent Concept : Karma // SENTINEL

Hello everyone. It is your friend KringeJoy here again. After my first agent concept release, I have actually felt so inspired by all of your feedback on how to make my design better. While I was still working on adjusting my first concept Fernando // INITIATOR (https://www.reddit.com/r/VALORANT/comments/12yd6zc/valorant_agent_concept_fernando_initiator/?utm_source=share&utm_medium=web2x&context=3), I also came up with a second concept of a terrifying agent who plays as a ... sentinel! (???). But fear not, this is like having Pyke as a support in League of Legends. So, let's not hold it any further, welcome to the breakdown of my new agent concept - Karma // SENTINEL.

// THE CONCEPT

A Sentinel who can defend against heavy rush team with the ability to weaken enemies who are tempted to breach unknowingly onto his territory. This agent also features a new debuff called DISEASED(*), which causes inability to be healed while under the impact. Interestingly, as a necromancer, after taking down his foes, this agent can play with the dead and punish the aggresive opponents with their own "poison".

// ABOUT KARMA

An aesthetically withered Thai necromancer with heightened spiritual abilities in return to play the fair game with the Death, whose presence propagates chaos and terror on the battlefield using the capacity to manipulate and defile enemies' souls, then strikes back with their own poison.

// CONCEPT & ART

Karma is of human race, who was affected by radianite exposure after the First Light event, causing his appearance to deteriorate, yet also granting him immortality. When he turned 6, he discovered a connection between his mind and the Underworld, which caused his ability to speak with the dead. Heightened by the radianite, he can now see through the human's soul, and decide what to do with it. Getting obsessed with the given strength, he followed the dark path and became one of the most terrifying necromancer who spreads terror to those who dare to stand on his way.

Karma's Concept Art & Biography

// ABILITY RUNDOWN

Brief description of Abilities

C // POSSESS

EQUIP a sealed idol. FIRE to unseal and summon a ghost that travels through wall in a direction, chasing the first enemy it sees. If reaches the agent, it possesses them, briefly revealing silhouettes of the agent and nearby enemies agents within the possessed's radius and line of sight at their latest location.

- This ability can be purchased with a cap of 1 charge.
- The ghost has 100 Health.
- The mechanic is similar to Fade's C // Prowler. However, the ghost can travel through wall.
- The ghost travels for a maximum duration of 5 seconds. If it spots an enemy, it will pursuit the target until the agent is possessed, or the ghost is killed.

===

Q // DEFILED GATE

EQUIP gate anchors. FIRE to place each anchor covertly on the ground that then forms a dormant horizontal gate. The first enemy to walk through the gate activates it. Activated gate blurs vision from the side it was activated, also reducing gunshot damage from that same side through it. Alternatively, USE on any of the anchors to activate it manually and blurs vision from the other side. Activated gate applies DECAYED and DISEASED(*) on enemy agents who walk through.

- This ability can be purchased with a cap of 1 charge.
- The anchor has 120 Health.
- The anchor does not have an audio cue and can only be detected visually by enemies when they are in a certain range
- Vision is only slightly blurred when it is activated.
- Damage by guns is reduced by 25% through the blurred side of the activated gate.
- Decay deals 75 flat Damage to Shield and Health, and further upon extended exposure. Enemies cannot go below 1 Health.
- Destroying one anchor will also destroy the other.
- Anchors cannot be placed on walls and ceilings.
- Anchors can only be recalled during preparation time.
- Two anchors have to be placed within a certain range between each other.

===

E - SIGNATURE // SOUL TETHER

EQUIP a soul tether. FIRE to covertly place the tether on a surface. Soul tether binds the first enemy it detects when they are within a certain range and line of sight. Binded agent is suspended from leaving a radius around the tether, while also being slowly dragged to its center. HOLD USE to recall the tether.

  • Signature ability is provided at the beginning of each round.
  • The ability has one charge.
  • Recalled cooldown: 10 seconds / Destroyed cooldown: 35 seconds.
  • The tether deals 1 initial damage on impact directly to Health, and 1 additional damage for each subsequent second being in contact.
  • The tether has 100 Health.
  • The tether has an audio cue and can also be detected when being close enough.

===

X - ULTIMATE // SAMSARA [8 Ultimate Orbs]

EQUIP the soul orb. RE-USE once to reveal locations of all dead enemies and vision around them for 5 seconds, banning them from being resurrected for the duration. Detected enemy agents are inflicted with DISEASED(*). FIRE near an enemy corpse to place an anchor at the current location, vanish and reincarnate as the aimed enemy after a brief duration. Inherits all of their basic abilities with 100 Health, decaying by 10 per second. Take down restores 50 Health. After the effect ends, return to the anchor and keeps all borrowed abilities on the battlefield usable.

- The ultimate costs 8 orbs.
- The mechanic is similar to Sage's X // Resurrection to select a target within close range, and Phoenix's X // Run It Back to return to the anchor.
- All placed / summoned abilities that are borrowed will stay intact (Killjoy's E // Turret, Gekko's Q // Wingman, etc.) or usable (Cypher's Q // Cyber Cage)
- For some abilities that can only be used by pressing the ability key like Cypher's E // Spycam, Karma won't be able to reuse the ability and recall. Similarly, Karma cannot recall Killjoy's Q // Alarmbot and E // Turret (abilities that can only be recalled by holding the ability key)
- Some abilities such as Skye's Q // Trailblazer or Sova's C // Owl Drone if used soon before the ultimate times out, it will continues and only after it ends / is destroyed that Karma will return to the anchor. Karma will stay at 1 Health in that case.

Considering the complexity of the playstyle, mechanic and interaction, I would suggest that it is not a viable option for the Riot Dev team to bring into the game. But with Viego's presence in League of Legends after years of game developing experience, hopefully one day a similar agent could step into the game. Please let me know what you think, and don't forget to follow for more!

References

  • https://www.reddit.com/r/VALORANT/comments/13j0uxj/valorant_agent_concept_karma_sentinel/
  • https://reddit.com/13j0uxj

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