Soraka Changes

Okay Soraka players I know you love to instantly downvote things like this without even reading the ideas and considering other player's perspectives when it comes to gameplay, but you really need to be open minded and realistic. Original intentions from Riot was make Soraka, a dedicated healer, interact with her opponents and create risky gameplay and try to avoid tank Soraka and try to create better gameplay against Soraka. Ironically the changes did a bunch of poor things because the heal has a health cost it makes Soraka more likely to build tank to prevent being bursted out and play far back because she will be low health from healing allies, and because it is % health cost only it makes her early game ridiculously strong while still having a super strong late game. Some points I want to have with Soraka for my ideas: ~ Remove Soraka from being a frustrating champion to play against ~ Allow Soraka to be a fun and rewarding champion to play as ~ Allow Soraka to be the dedicated spam healer, but in a healthier way than what she is now ~ Grant Soraka reasons to why she should interact with her opponent ~ Forcefully remove tank Soraka (if we are going to have a dedicated healer then she needs to at least be squishy for counter play) Remember, and I cannot emphasize this more, I am not unfair to players so if you have feedback then let me hear it I am not a mind reader so I do not know any qualms you may have with my ideas. I am not perfect here and my ideas won't be spot on right away, but you have to give someone a chance and have an open mind (this is pretty hard for this community in general, but at least try). Whenever I do idea posts like this I try to go for fun to play as, not frustrating to play against / has good counter play to it, and viable in a unique sense (dedicated healer is pretty unique). **** **** **** **Basic Attack Range:** 550 units **Movement:** 340 units per second **** **Super Nova (Passive):** Soraka cannot gain any bonus armor or bonus magic resistance, instead 100% of any bonus armor and bonus magic resistance she would have gotten is converted into Ability Power. Additionally, Soraka's heals are increased by 50% to champions below 40% health. **Starcall (Q)** Cooldown: 8/7/6/5/4 seconds; Cost: 60/65/70/75/80 Mana; Range: 1000 units / 150 units After a 0.25 second delay, Soraka calls down a flurry of 10 stars over 1 second following the mouse cursor around dealing 10/14/18/22/26(+6%AP) magic damage and slowing by 5% for 2 seconds, this slow stacks additionally to the same enemy struck by multiple stars. **Astral Blessing (W):** Cooldown: None; Cost: The greater of 100 Mana or 10% max Mana; Range: 550 units Passive: Soraka's basic attacks against enemy champions restore 100 Mana over 10/8/6/4/2 seconds. Active: Soraka heals an ally champion other than herself for 60/80/100/120/140(+60%AP) health and grant them bonus armor and magic resistance for 1.5 seconds equal to 20/25/30/35/40% of any bonus armor and bonus magic resistance Soraka would have gotten for herself. **Equinox (E):** Cooldown: 26/22/18/14/10 seconds; Cost: 60/70/80/90/100 Mana; Range: 850 units Soraka creates a zone for 1.5 seconds silencing enemies within and dealing 70/105/140/175/210(+50%AP) magic damage. After 1.5 seconds, the zone detonates to deal another 70/105/140/175/210(+50%AP) magic damage and rooting enemies in place for 1.5 seconds. **Wish (R):** Cooldown: 200/190/180 seconds; Cost: 100 Mana; Range: Global Passive: Whenever a star from Starcall hits an enemy champion Wish's cooldown is reduced by 1 second. Active: Soraka heals all friendly champions, including herself and untargetable champions, for 150/250/350(+70%AP) health. ****
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