Every next use of shout or double whammy ball have less duration with every
next use and these two skills wont guarantee anymore successful drop of lock/stun so here will be more pression on karma players, look at turtle or crane first they try paralize you with slow+skill or kd then sleep, karma lock is updated version of sleep and she just dorping it like is nothing and this is main weapon of karma you turn your opponent into punching bag for 23sec, actualy here is no holes in karma combo for most of classes, even after all the changes karma will still control the fight from the start but now here will be at least some holes that will give you chance for win, karma because of her high control features and high def losing not much hp and even if you will get her, here is not much chance that you will kill her for one combo thats why karma should pay with life for using doll skill, this skill is mainly used for get time in wait for other skill cd.
Lets be also clean that karma is easy class to play like some ppl think and one mistake making you lose, because some ppl like Jorge A. Tellez think that if you play karma or sk you can win budokai easy.
Well then I suppose I guessed right. This change is pretty good, since if you can survive long enough for the duration to have decreased to the point where you can counter attack during the time the Karma is casting their CC. Keyword "can", only tanks can tank Karma long enough for their CCs duration to be low enough to counter attack during the cast time. Anyone else who isn't full props will just get one shotted by Homing Storm from behind. The Karma can literally wait for the last couple of seconds for Skill lock, and use Confusion duration RP > homing storm. If you're wearing anti confusion there's not enough time to change to props in order to tank the attack, and if you're wearing props well now you gotta deal with roughly half a minute of confusion. During that time they can easily lower your health to roughly 35-50% and kill you with a critical to prevent your autopot from going off.
Realistically all you're doing is making it impossible for Karmas to defeat SKs, thus raising SK's viability. If what you're trying to do is give Turtle, Crane, Pokos, etc a fighting chance against Karma this is not the way to do it.
The reason why I found the change to Play doll so intriguing is because it doesn't affect Karma what so ever. 2.6k lp is nothing, and if you increase it to something like 8k or more you'd be killing off one of their CCs. I personally think Play doll is fine because unless your opponent was stunned before hand if you use Play doll they will aggro on you and waste it.
I agree Karma is a relatively easy class to play, but regardless of which class it is there will always be horrifyingly bad players. I've seen players who're are unimaginably terrible at the game, I guess they just weren't meant to be good. Take a Retail turtle named "GigaST" for example, he's played since the level 55 cap, he hit level 70 and doesn't know how to play the game better than some newbie who's been around for 2 weeks. It's players like GigaST that have shown me that just knowing how to rotate between your skills is enough to make you "good".
Normally if those Fighters just rushed him that'd be the end of his "peculiar strategy". In the first round it looks flawless, but in the second round when he had literally an entire hotbar's worth of skills to use while his sleep was on CD. But instead he just kept jamming his keyboard trying to put his target to sleep. There are plenty of other examples of terrible players, but that's besides the point. Moral of the story no matter how easy a class looks in comparison to others, it still requires skill no matter what it is.