: The client and the game are two different applications so the short answer is no. The longer answer is more encouraging as the code behind the game has actually been undergoing improvements for quite a while now! We haven't tracked down all the outstanding issues in the game of course but changes to how we code projectiles, VFX, etc have been made. Perhaps we've been too quiet about these, but they've been rolled out piecemeal rather than as a big product like the client update is being released.
Could you we get some Information on the ingame changes, too ? I'm really interested in how the game is coded and how you are improving the Code :) It would be nice to see these changes too.
Vesh (NA)
: In both cases, the real question to ask is "where can we get gameplay out of heals?" Both a sustained healer and a burst healer fill different functions, but what we really need is a way to give heals gameplay. Soraka's current W does this to some degree because it grants massive amounts of armor which is only useful in combat but also causes the enemy to re-evaluate their targeting decisions. Unfortunately, for the armor to be powerful enough to matter, we had to take away raw healing power. I believe that players who want to play the healer character probably want big heals. The problem I'm solving now is how to give them the big heal moments in a way that causes interaction with the enemy.
How about: **Astral Blessing** Restores **35/60/85/110/135 (+0.2 AP) Health**, and temporarily grants **50/65/80/95/110 (+0.15 AP)** bonus Armor to an ally for 2 seconds. Astral Blessing **marks** its target **for 4 seconds** and allows Soraka's abilities to consume it for an additional effect. **Empowered Astral Blessing**: If the marked target receives damage from a champion, turret or big monster Soraka can reactivate Astral Blessing for the same effect. *Cooldown should be reduced a little bit.* ****** **Starcall** *Now a classic AOE (like Corki's Q).* Soraka selects an Area. After **0.5 seoonds** something explodes and marks every enemy with [Starcalleffect] **dealing 30/50/70/90/110 (+ 0.X AP) magic damage every 2 seconds for 4 seconds (*= 3 stars*)**. Every Star **reduces the magic resist** of the target **by 6 (+ 0.Y AP)**. Lasts **6 seconds**. *- Not my idea* *Cooldown should be about 8 seconds so you still have time to stack it.* **Empowered Starcall**: If the marked champion is hit with Starcall he gains the stolen magic resist, increasing his own magic resist by **up to 40/80/120/160/200 for 2 seconds**. ****** **Empowered Infuse:** The energy overflows and hits every unit close to the marked target. Allied units gain **20/40/60/80/100 (+ 0.05 max Mana)** while enemies receive **40/70/100/130/160 (0.4 AP) (+0.05 max Mana) magic damage**. Enemies that are very close to the center also get **knocked back** and **silenced** for **1.5 seconds**. *The knockback is very weak (like Syndra's "Scatter the Weak").* ****** **Empowered Wish**: Heals the marked target for an **additional 50%** *OR* reactivates Astral Blessing. *I like the first option as it is supposed to make Wish stronger, not Astral Blessing :P* ****** That's it. I also thought about turning Infuse into an AOE (like Leona's ult) that knocks back and silences enemies in the center while also damaging every enemy and restoring mana to every ally. ****** Not Soraka but: Did you ever think about bringing Inervating Locket back ? I think if you gave it Hydra's Active (with a heal and mana restore) it could be balanced and adds lots of gameplay as you have to be close to your team to heal them (just 40 hp or so). Sorry for my english :P HotDog
Vesh (NA)
: In both cases, the real question to ask is "where can we get gameplay out of heals?" Both a sustained healer and a burst healer fill different functions, but what we really need is a way to give heals gameplay. Soraka's current W does this to some degree because it grants massive amounts of armor which is only useful in combat but also causes the enemy to re-evaluate their targeting decisions. Unfortunately, for the armor to be powerful enough to matter, we had to take away raw healing power. I believe that players who want to play the healer character probably want big heals. The problem I'm solving now is how to give them the big heal moments in a way that causes interaction with the enemy.
How about splitting her Heal into a weaker heal and a shield? For example: Lvl 5 would heal 200 HP and if the champ gets atked within the next X seconds he gets a little shield (~ 200 again). Also if the shield doesnt break it turns into another heal. This way Soraka could keep her bursty heal during fights but loses some sustain when playing passive.

HotDog

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