Soraka: Changes that would make her a instant relavent pick

SilverSniper11··2 votes·897 views

I believe that *SOME * -SOME- combination of these changes could put Soraka back on the rift as a viable champion

I personally believe that the passive change and the equinox change (maybe the buffing of the base heal) would do it, but something has to be done about starcall as well.


Passive: Soraka gains 70% movement speed when moving towards allied champions below 40% of their maximum health, allied champions that are below that 40% mark and are moving towards soraka within range (2500 units as previous) gain a 10 (maybe 7?)% speed boost

Reasoning: If astral infusion's (the heal) range so small, this change alone allows soraka extra ability to close the gap between targets that need healing if they are paying attention to run to soraka. Another benefit of this change would to be allow for carries that are being targets by assassin's to get some extra mobility if soraka positions herself off to the side of the carry when the carry is dove apon and the carry can use the added speed bonus to attempt to get away from said assassin by running to soraka


Q/Starcall: Soraka calls down a star at a target location, enemies standing in the point of impact take magic damage** and are slowed**. Starcall takes more time to fall the farther the ability is cast.

Magic Damage: 70 / 110 / 150 / 190 / 230 (+ 35% AP)

~~ Enemies standing in the center take 50% increased damage and are slowed for 2 seconds. Slow: 30 / 35 / 40 / 45 / 50%

**All enemies hit outside of the center are slowed by 10%/15%/20%/25%/27%. Enemies hit in the center of starcall are slowed for double the slow amount (20%/30%/40%/45%/57%) and increase healing given to soraka by 50%

COST: 70 / 75 / 80 / 85 / 90 Mana COST: 85 / 100 / 110/ 125 /145 Mana

Reasoning: While hitting people in the center of starcall is suppose to be more rewarding, it doesn't feel like it rewards you enough. In this change, instead of getting more damage (which doesn't matter much to soraka unless you build tons of AP) you receive 50% more health from hitting the enemy if you hit them in the center. Additionally, i believe that starcall should slow enemies no matter if it's in the center, but if you hit the center the slow is doubled. This makes hitting the center of the starcall so much more important and more rewarding. The increase in mana cost will punish you should you just use it carelessly.


W/Astral Infusion Passive: Each enemy champion hit by Starcall.png Starcall heals Soraka, increased by 1% for every 1% of Soraka's missing health. Heal: 25 / 35 / 45 / 55 / 65 (+ 20% AP) Maximum Heal: 50 / 70 / 90 / 110 / 130 (+ 40% AP)

Active: Soraka blesses a friendly unit, restoring its health. Astral Infusion cannot be self-cast, and nor can it be cast if Soraka is below 5% of her max health. Heal: 120 / 150 / 180 / 210 / 240 (+ 60% AP) Heal: 160/ 185 / 220 / 250 / 300 (+ 40% AP) ~~ COOLDOWN: 7 / 6.5 / 6 / 5.5 / 5~~ COOLDOWN: 8.5 / 7.5 / 7 / 6.5 / 6

Reasoning: The heal right now, out of combat is used to top people off. However, in fights i feel like it doesn't do enough to really save anyone in a pinch. The increase base heal should help that, and the drawback would be that AP doesn't scale as well with some increased cooldown


E/Equinox

Active: Soraka creates a zone at a target location for 1.5 seconds 1 second, enemy champions standing in the zone take magic damage and are silenced until they leave. At the end of the zone's duration, all enemy champions inside are rooted for a few seconds Tool tip says 1 second, If it's actually 2 seconds, either way the root should be increased by .5 second or a second and take additional magic damage.

OR

Add this to the end: Allied champions within the zone are granted bonus mana (make it somewhat small so it's not too much, don't have a number for this) after the zone ends

Reasoning: As it stands, equinox's root is hard to land at the moment. Making the zone pop after 1 seconds would make the zone more effective at rooting. If that change doesn't go into effect, every one was used to giving people mana with thier e, instead you can give the zone give mana to the team if it pops with allies in it


R/Wish

Active: Soraka calls upon the stars, first removing Grievous Wounds and then restoring health to all allied champions on the field, including untargetable allies. Heal: 150 / 250 / 350 (+ 55% AP) Wish's healing is increased by 50% and grant 10 bonus armor and magic resistance on allied champions who are below 40% of their maximum health.

Reasoning: The old soraka's heal would add armor., making clutch heals that might have failed without the extra armor. I feel like that mechanic should have stayed somewhere, so i propose adding it to her ultmate, and this would only effect the 40% health champions so that it's more for clutch situations so you can't abuse it by popping it early

Again, i'd like to stress that i don't believe all changes need to go into effect, but they are just ideas and i believe some combination of the changes above could push soraka back into viability. Thanks guys!

7 Comments

Dryad Soraka3 votes

Very nice changes, I love all of them!

OyddAWqJ5r3 votes

Just so you know, Captain's boots make champions move faster when running towards you. Combined with the suggested passive that's like, 20% movement speed when running towards Soraka.

While hitting people in the center of starcall is suppose to be more rewarding, it doesn't feel like it rewards you enough. In this change, instead of getting more damage (which doesn't matter much to soraka unless you build tons of AP) you receive 50% more health from hitting the enemy if you hit them in the center. Additionally, i believe that starcall should slow enemies no matter if it's in the center, but if you hit the center the slow is doubled. This makes hitting the center of the starcall so much more important and more rewarding. The increase in mana cost will punish you should you just use it carelessly.

Your suggestion does the exact opposite of this though.

Reasoning: The heal right now, out of combat is used to top people off. However, in fights i feel like it doesn't do enough to really save anyone in a pinch. The increase base heal should help that, and the drawback would be that AP doesn't scale as well with some increased cooldown

That... doesn't solve that issue at all >.> In fact, that issue is already solved. It's still being used to top people off yes but it's harder to do with the reduced effectiveness at higher health. Anyway, your "solution" is irrelevant because a higher ratio with a lower base means Soraka has more potential to save people in a pinch than a high base with low ratios. Also that's a straight early game buff going from 120->160 at level 1.

Both suggested E changes aren't changes at all but just tacked on extra effects that you want put on to make her straight up stronger. The answer to which is "no".

And for the ult change all you did was tack on more buffs. And that's a teamwide +10 armor and magic resist. +50 armor and magic resist total. That makes it worth over 1500 gold in free stats on top of the global grievous wound removal and global heal.

You aren't asking for changes here at all. You're asking for buffs.

Legostrike1 votes

Soraka is actually fin where she is, but she's too squishy.

Moe Moe Kyuun1 votes

Honestly, I'd just be happy if her w didn't do %. Or at least lower it at higher levels. Its a mix of being squishy and always have 50% HP. She basically has to sit in back and hope when she goes in for a q they don't 1hit her.

eztarg3t1 votes

I really like the Q changes. I feel, currently, that hitting that sweet spot isn't all that sweet. I'd be happy to change in that damage if it meant I can get more health or get a slow for the entire field instead of the sweet spot.

Fashion Mage1 votes

You have a problem saving people in combat with her heal so you want her AP ratio to be nerfed? Her high AP ratio is precisely why she's able to save people in combat, if you ask me it should be buffed a bit higher to like 0.7AP. I'd be annoyed to no end if her healing AP ratio got nerfed because it's her most important ratio besides her ult's ratio. If you want to be a real healer that actually saves people then build AP. If you want to be a health dispenser, build HP regen.

The only buff that she absolutely needs at the moment is an increase to her heal range. A squishy backline caster support that needs to come up to the frontline to do anything significant just doesn't work out very well, hence why she's performing mediocre at the moment. She dies like a pet from an MMO to incidental AoE attacks, I think that speaks for just how bad her heal range is.

JedenVojak1 votes

The problem with the current Soraka lies in these things:

  1. Q is slow and unreliable.
  2. Q is not rewarding to land.
  3. The range of her W is too short given Soraka's now slower movespeed.
  4. The W passive is good in theory, but the unreliability of Q combined with the fact that it doesn't work on minions or monsters makes it extremely bad
  5. E is just too unreliable. Her old silence always worked no matter what. The new silence basically has a .4-7 second duration and the root doesn't exist, it's just a myth.
  6. E works on neither minions nor monsters.

What current Soraka does NOT have a problem with is healing, she can heal someone up pretty fast. She just has a problem with everything else.

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