The problem with this is the "hesitation" of the karma. The duration and the excess of CC that this class possesses makes it unnecessary for them to have this skill. All the classes have some CC in their skills, (some more than others). but everyone has vulnerabilities and can fight against the CC they have.
there are also other classes like martial artists that have a CC that can not be reduced, but its duration is very short.
All the Skills with CC of the game:
ITR = impossible to reduce its duration with gear or accesories
PTR = Possible to reduce its duration with gear or accesories.
RNG = random
Fighter = 2 CC skills ITR (Kidney Shot and Quick Attack) 2 good KD skills (C. kamehameha and S.E. Barrage) and 1 RNG debuff (Solar Flare)
Swordman = 2 CC skills ITR (Kidney Shot and Quick Attack) 3 good KD skills (C. kamehameha, S.E. Barrage and M.S. Slashes)
Turtle Hertmit = 2 CC skills PTR (paralysis and speed restrain), 1 long cc skill ITR (hypnosis), 1 CC skill ITR (consecutive disks) and 4 good KD skills
Crane Hermit = 4 CC skills PTR (2 paralysis, 1 confu and speed restrain), 1 long cc skill ITR (hypnosis) and actually 1 good KD skill (master fan out)
Dark Warrior = 2 CC skill PTR (draconic overpowering and confusion), 1 CC skill ITR (mystic attack (not sure about this)) and maybe just 1 good KD skill (charging fist)
Shadow Knight = 2 CC skill PTR (draconic overpowering and Fear), 2 CC skill ITR (Violent slice and mystic attack (not sure about this)) and 2 good KD skill (charging fist and Cleave)
Dende Priest = 1 CC skill PTR (Antenna Beam) and maybe just 1 good KD skill (Staff Slash)
Poko Priest = 1 CC skill PTR (Antenna Beam) and maybe just 1 good KD skill (Staff Slash)
Ultimate Majin = 2 CC skills PTR (Special Surprise Punch and Candy beam) and 1 good KD skill (Dyanmite Horn) and 2 situational KD skills (Hyper Bomb and Caramel Dropkick)
Grand Chef Majin = 3 CC skills PTR (Special Surprise Punch, Candy beam and Candy Beam Flash), 1 good KD skill (Donkey Slash) and 3 situational KD skills (Hyper Bomb, Caramel Dropkick and Giant Donkey Slash)
Plasma Majin = 5 CC skills PTR (Double Whammy Ball, Galactic Donut, Dark Beam Confusion, Stony Dark Beam and Confusion Drumbeat), 1 CC skill ITR (Shout), 4 good KD skill (Imitation Kamehameha, Vanishing Ball, Homing Storm and Super Rhytmic Trance), and 4 situational KD skills (Super Vanishing Ball, Human Extinction Attack, Anger Explosion and Black Hole Beat)
And the king of the CC skills
Karma Majin = 5 CC skills PTR (Double Whammy Ball, Galactic Donut, Dark Beam Confusion, Stony Dark Beam and Playfull Doll).
3 CC skills ITR (Shout, Mobility Seal, and Hesitation).
4 good KD skill (Imitation Kamehameha, Vanishing Ball, Homing Storm and Mask Light).
And 4 situational KD skills (Super Vanishing Ball, Human Extinction Attack, Anger Explosion and RaRa Eruption)
As you can see, the Karma and the plasma are the 2 classes with the highest number of CC Skills in the game.
Unlike a Karma, plasmas have abilities that can be counteracted if you equip yourself well. However a Karma has 3 ITR Skills, and one of these lasts the exaggerated amount of 23 sec.
If a Karma says that without that skill he is condemned to pvp and they go to "Kill" the class, he has no idea what he is saying, because as we can see, Karma has a large arsenal of skills with CC available to use in the fights and if they used these skills instead of only the skills with ITR, the players could have a fairer fight against them because they could defend themselves from those skills if they are properly equipped.
I know this was a long post, but it is somewhat stressful to see the great potential that the karma have in the game and see how everyone just only see his power just for the Skill "Hesitation".
Karmas do NOT need to have that Skill, just as in the past they eliminated the Bleed from the fighters or the paralysis of the Crane. THE KARMA DO NOT NEED THAT SKILL.
They already have a lot of skills with CC and honestly, when a good player knows how to use a class, they can find the way to fight without having this skill.
Even a simple modification to the combo of the karma would be that instead of using "Hesitation", they could use "Stony Dark Beam" and there would be no great change in their mechanics.
Summary: Karma do not need "Hesitation" to be OP.
And with all my heart and "with all this information as a reference" I say that this skill must be eliminated.
Greetings