This rework is going to be bananas [Soraka Rework Preview and Discussion]

RiotVesh·8/29/2014, 11:57:13 PM·79 votes·172,404 views

Soooo as some of you may have heard, we’ve been working on some pretty big changes to Soraka. Hopefully this post will help you guys see some of the challenges we faced with her as a character and how we are looking to resolve them while creating a really deep and interested play experience that no other character in LoL can offer.

Right then, so first thing first. We wanted to carve out a really specific niche for Soraka so that we could make her really strong and unique in that role. The role that we identified for her was as the core healer of the League of Legends roster. So, I’m sure that raises a bunch of alarm bells for a number of you. “Wait a second, hasn’t Morello said in the past that he hates healers in LoL? What changed?”

Well, there’s a difference between healing with and without meaningful costs and interaction. Let’s talk about that for a second. With Live Soraka (and especially season 1 Soraka, if you were around for that), heals tend to “undo” action at the cost of mana. Specifically, being a sustain fountain that clicks your ally until they are healthy doesn’t create a very compelling gameplay space, and certainly doesn’t feel like a fair interaction to enemies. After all, all they can do is keeping harassing until Soraka runs out of mana. So then, what would feel fair?

That was the core problem I was looking to solve when I started on Soraka. After some early iterations, Morello pitched something crazy to myself and RiotScruffy. What if Soraka had to pay her own health to heal allies, but could then get it back through a separate enemy-interactive spell? ; This became the driving vision behind the new Soraka, and I’m really excited to share what’s going to be hitting PBE in the next cycle with you guys. This is not going to be a tl;dr post (if you want that version, I’m sure you can wait for blakinola’s). I want to get in depth about every choice that was made and why we felt it was necessary. So without further to do, here’s the kit. (This is going to go in the order most conducive to walking you through my process, so don’t get confused when I start on W).

**PLEASE PLEASE note that all of these numbers are definitely not final. We will be doing a lot of tuning over the next couple of weeks. **

**W: **

http://i.imgur.com/BUVizaP.png

This is the core of Soraka’s new kit. It’s a 4 second (scaling down to 2) heal that she can use to constantly direct her attention to the ally that needs it most. We are trying to really capture the feeling of the core healer that is constantly managing her allies’ health bars and keeping people alive. As I mentioned previously, the % health cost is necessary to allow Soraka to have such insane potential healing. Using this spell, you can easily heal an ally from almost dead to full health, but you will pay a heavy cost for doing so if you aren’t actively engaging in your offensive loop (Starcall). The Max Health cost was chosen very specifically over a flat health cost so that Soraka would not be able to increase her overall healing potential by stacking tank items (especially warmogs). If Soraka is going to be allowed to keep people alive in fights, she needs to be vulnerable in doing so. Soraka’s positioning and decision making will be a huge point of mastery. That reminds me, the cast range on this spell will be rather short. This is necessary to make sure Soraka is accessible when she chooses to heal and can’t sit 800 units behind the back line and heal from total safety (seriously, this is the most frustrating thing ever to have to deal with). Good news though, she will have other tools on her kit to help her here.

Passive:

http://i.imgur.com/illuCmp.png

This passive we called “Astral Ambulance” internally. Because Soraka’s cast range on W needs to be constrained, we need to give her another way to reliably reach the targets she wants to heal. This new passive allows Soraka to keep up with the fight and make clutch saves by sprinting across the river to get that heal off.

http://i.imgur.com/3jub5SN.jpg

The second potion of this passive allows Soraka to get the cool bonus effects off items like Frozen Heart while making your healing and damage stronger. This should open up a couple cool new itemization choices for her. It also serves a potential release valve in a future where mitigation itemization allows Soraka to be too tanky. This way we can tune how strong Soraka is in certain areas (healing/damage) without just flat out nerfing her if she is ever able to become too tanky.

EDIT: If it wasn't clear from the tooltip, this is a literal conversion of MR/Armor into AP. She does not get AP as a bonus on top of the MR/Armor. Frozen Heart will give 80% of its normal armor value to her, but she gets the other 20% in AP and still gets the passive effect.

That brings us to the new Starcall. I don’t think you guys need much of an explanation of why the previous starcall needed to be cut. It was essentially a ramping damage PBAoE ability on a character that is supposed to be a support focused around her ally. A ramping damage pattern like this is really indicative of tanks, and if we wanted Soraka to be an interactive and fair healer, we had to give her opponent a way to be successful against stopping her healing.

Q:

http://i.imgur.com/Z75MWKJ.png

Ideally, we wanted this spell to be very reliable at close range (when Soraka is at extremely high risk) while be equally as powerful but less reliable at long ranges (so that if Soraka is poking with it her opponents can dodge). This led us to a targeting paradigm similar to Corki Q or Twitch W (basically a missile that doesn’t have any effects until the end where it blows up in an AoE). To really accentuate the reliable-when-close paradigm, we also added a small sweet spot in the middle of the AoE (think Leona ult style). If Soraka hits an enemy with the sweet spot, the enemy takes 150% of the damage and is slowed for 2 seconds. You’ll see why this slow is really important to her offensive pattern when we get to E, but one other thing I wanted to point out was that this is one of the few tools she has to stay safe when she’s by herself.

Finally, let’s talk about the E. Soraka’s previous E was one of the better decision points on her old kit, but a targeted silence just wasn’t as satisfying as it could have been. A lot of the time you don’t even realize how much you have or haven’t hurt your opponent. Tryndamere and Riven are both AD stacking melees. If you use it on Tryndamere, it might not be a big deal, but if you use it on Riven she literally can’t do anything. What we really wanted to do here was give Soraka a much bigger moment when it came to play making that still fulfilled the power of quickly silencing a dude quickly

E:

http://i.imgur.com/qpXUuTV.png

Equinox is an incredibly powerful spell. An AoE silence zone is no laughing matter, and the root at the end allows her to make some really cool plays (dropping it where Lissandra is about to blink to, or underneath an incoming enemy teleport, etc.) The root will scale with level, but once again try not to focus on numbers since these are all subject to change with tuning.

Wish is largely unchanged, but because her old passive was removed (more healing at lower ally health), this scaling was kept on wish but concentrated into a clear threshold.

R:

http://i.imgur.com/euyBP7j.png

This change allows Soraka to understand exactly how many “bonus heals” she is going to get when she presses the button, and also makes the spell just generally more powerful when it matters (anytime the ally is below 40% they get the equivalent power of being at 1% with the wish on Live currently). We kept the healing scaling on Wish and not on W because we didn’t want Soraka to allow her ally to drop to dangerously burstable levels just so she could get a slightly better heal on a basic ability. Soraka should always want to keep her allies at the safest health she can (while also managing her own health) and we felt that a bonus heal on W not only encouraged play that was often wrong, it also felt really baity for the enemies. Keeping the “flash heal” button and the big saving cooldown separate allows us to make sure each has a clear and satisfying purpose. So that’s the kit.

I guess I want to close by talking about how this Soraka is not going to play like anything else in League of Legends. We’re taking a lot of risks by basically allowing Soraka to put herself at near death, but the gameplay experience of the core healer is something we really want to explore. We’re willing to try some risky stuff to accomplish a cool niche champion like this, and we will be watching her really closely on PBE to make sure she isn’t doing anything overly abusive. We’re really excited about what this champion could provide to players who love to play combat healers, and we’ll be doing plenty of tuning on PBE to make sure she’s in the best place possible upon release. Please remember that regardless of whether she is strong or weak on PBE (or even on release) that we are building a champion that we are comfortable buffing up even if she is weak, so bear with us as we get her into a good spot in the coming weeks.

I’ll be around to discuss all of this stuff with you guys, so fire away with any questions you might have!

712 Comments

Rexozord8/30/2014, 2:06:01 AM64 votes

As a current Soraka main, I have some concerns regarding the kit changes you are looking toward making here. Some of the ideas I really like (increased movement speed toward damaged allies is a very good passive, in my opinion), but some of them I don't.

My primary concern is that you are removing from her kit the ability to restore mana to another champion. I don't know if this has been addressed previously, but I personally feel that being able to restore mana to allies is almost as key to her identity as restoring health. Being able to restore mana gave Soraka a reason to be picked over other sustain-based supports. It gave her a niche that no other support could fill. It made her unique. I think that trying to maintain the uniqueness of Soraka while developing her kit into something that can be balanced or adjusted without vast swings in power should be the basic goal of her rework, and I think the removal of her ability to give allies mana runs against that goal.

My second concern is how reliant her kit is on being able to land, or rather, to not miss Starcall. Imagine the options in lane of a Soraka that, for whatever reason, misses Starcall. The enemy now has a 10 second (or whatever the CD ends up being) window during which Soraka has literally no tools with which to impact the course of the lane. If she heals her ADC, she becomes even more vulnerable. Heck, she can't even heal herself. Any opponents who want to go aggressive can target her with complete impunity. Her only option is to run away until Starcall is available again. Further, this places an insane amount of importance on Starcall's range. If its range is too long, Soraka can use it against enemies from complete or relative safety, giving very little counterplay to enemies or punishment for mispositioning the skill. On the other hand, if the range is too short, Soraka will instantly be targeted and run down every time she actually uses the skill. It's her only ability that can prevent an engagement from opposing laners, and it's her only ability that allows her to heal her ally in lane. I personally cannot imagine a duo lane scenario where the enemy lane would not want to focus down the Soraka first, not because she has a lot of threat, but because of how vulnerable she is.

It seems like her kit could be usable in mid-game teamfights or siege scenarios, but I can't think of a way that she can successfully navigate the game before those things happen. The W change is not a bad idea fundamentally, but if you want her ability to heal to be predicated on her ability to manage her health, you need to actually give her tools that allow her to manage her health. One method dependent on landing an AoE ability with a moderately long cooldown on more than one enemy is not sufficient to make her interesting to play with and against.

This leads me to my third point: her abilities seem to be really Feast or Famine, with the exception of Wish. Her E will either be extremely potent and very frustrating to play against, or it will be very hard to use in any meaningful way. Her Q will either allow her to safely poke and sustain at the same time while enemies have to resign themselves to dodging it every ten seconds, or it will make it very difficult for her to perform her job in lane, possibly to the extent that failing to land a Q means death or having to return to base. Her W will either allow her to rapidly undo the incoming DPS or poke from an enemy team, or it will be impossible for her to use her W at all without dying.

Maybe there is nuance to this rework that I'm just not seeing, but I feel like that if this version of Soraka goes live, either people trying to play Soraka will be extremely frustrated or people trying to play against her will be frustrated. Either way, I feel like the result is worse than the current reality.

(P.S. I really do like the increased MS toward wounded allies passive, though. I understand that this rework in particular is very tricky to get done right. I hope you are willing to keep trying until you get it right.)

Aamano8/30/2014, 12:19:39 AM40 votes

it seems a little odd to have a Mana and an HP cost on an ability

wouldn't the 10% HP cost be justified on it's own?

Twilcario8/30/2014, 3:02:32 AM35 votes

Soraka was my second champion (Anivia technically my first), but is the champion that made me love this game. I loved being the medic, being able to heal up my allies and keep them fueled in team fights.

I have to say...I'm really not liking the looks of this...

1: The new passive looks like a brilliant idea on the one hand. The move speed looks great and getting a little extra AP from defensive items sounds good, but wouldn't that just reinforce the idea of building tanky? Granted, tanky AP items do tend to be useful to the team, but it's still in the end going to encourage tank builds.

2: Her new Starcall sounds good on the surface, but I am forced to wonder about how long the delay before the hit is. Are we talking Viegar's Dark Matter? Or are we looking at something a bit faster like Karthus's Lay Waste?

3: Astral Infusion: GoodNESS that HP cost! It may just be a case of sticker shock, especially because the AP ratios are not listed, but that just seems enormous!

4: Equinox: I...really....really hate this. Infuse was unique in that it was the only ability in the game that allowed the restoration of mana. It was what really set her apart from other supports, even other heal or "protecting" supports. Granted, having an AOE silence does seem...interesting, but there are other characters with AOE lock down in a similar manner. Victor jumps immediately to mind, along with Cho'Gath. It just looks like replacing a unique skill with something that can be gotten from others.

5: Wish: It at first looks a lot stronger, but if you really look hard at it it's really just keeping the same ult she currently has. The new text simply adds her current passive to just her ult. It's an interesting move though to keep her ult's power roughly the same.

PrimordiaI8/30/2014, 1:08:05 PM24 votes

I'm sorry to say that this rework, in my opinion, does not work thematically for Soraka. When I think of Soraka I think of a healer or priest that is focused around giving life and being quite elegant and pure. The whole health cost on her new W really does not fit the theme of Soraka at all. Please show me an example of a healer that has to hurt themselves in order to heal others whilst also being a pure/elegant character. It just feels so wrong. I mean come on, she's becoming closer to the design of Vladamir. I do agree that Soraka's gameplay needs to be looked at because at the moment it really isn't interactive at all (especially in Aram). However, I do feel like this could have been solved in a way that wouldn't go against Soraka's character and theme. How about a charge system on her heals that you can only stack by hitting starcall a few times? Heck, even changing her W into a shield that can broken that will rapidly restore an Ally's health. I really feel like the proposed rework will really hurt Soraka's thematics - I mean really? How can a character that says stuff like "For Life" and "Have Hope" be taken seriously when she's now a self harmer. Since when did "hope" become expecting your ally Soraka to literally smite herself just so you can get your life bar topped off.

Twilcario8/30/2014, 2:32:41 AM21 votes

...Soraka no longer restores mana. You're taking away the one thing that made her different from all the other healers out there! This is going to completely ruin her unique position!

encyclopedea8/30/2014, 3:47:02 AM21 votes

I'll be quite blatant about this: I don't like this rework in its current state. Yes, you made Soraka an "ambulance" and focused her solely on healing carefully, but you also got rid of her other aspect- strength in repeated skirmishes. In this rework's current state, Soraka will be even more passive than the people that didn't know how to play her properly played her. The play pattern for this rework will be:

  1. Sit in back and hope no one even thinks about hitting you, even if you are tank-raka. Why? Because you don't get rewarded for going bananas on people (pun intentional).
  2. Spaced out healings work best. Why? You have to conserve your precious health, and starcall isn't going to heal you enough for this.
  3. Get off a starcall from decent range as often as you can. Why? Because the cooldown is quite high for a nontargeted low damage spell, even if it does give hp back.
  4. The biggest play you're going to make? Ambulance for someone, get their hp up, ult to get more hp, and heal something else. Why? Because you don't have anything that reacts meaningfully with the enemy except for peel. (That counts as a pun too, right?)
ModCaptainMårvelous8/30/2014, 12:19:40 AM19 votes

Vesh you screwed up. Ambulances have the word written in reverse on the front so that when you look in the rear-view mirror, it shows Ambulance and not ɘɔnɒludmA

I expected better from you. >:(

Sgathach8/30/2014, 2:41:54 AM14 votes

Serious questions: Does her E not give mana anymore? That was unique to Soraka and I really miss that. I'm not fond of the AOE silence though. I'd have to see the area/what it looks like in game.

Cyrex Wingblade8/30/2014, 4:26:08 PM13 votes

...You guys really hate Soraka mains, don't you? My wife started League playing Soraka. The last rework killed the game for her.

This one will likely just do the same for the next wave of Soraka mains.

Some people DO enjoy classic healing and feeling helpful. Especially doing this to the 'main healer of League' is... confusing.

Pryotra8/30/2014, 4:42:45 AM13 votes

So, she builds Tanky AP, and lives in the jungle. Saw this coming.

If she has to spend HP, REGAURDLESS of how you tune her kit, She will build tanky. This is the rule of HP costs in league, and the only exception is when they are not getting focused, at all.

Still don't believe me? Well, we know for sure she is building MR and Armor, thanks to that passive, and with a 10% HP cost, she certainly needs to be able to have enough health to be functional at <70% HP, Meaning that while the resistances will help, she still needs the raw HP to make it worth. So she will build tanky.

As far as jungling, anyone can jungle, but Soraka gets extra MS for running towards low HP lanes to heal them up. You even called it astral ambulance for this very reason. Congrats, you have made the first Support that wants to jungle, in order to A) maximize her usefulness, and B)afford her items, as she certainly isn't affording Tanky AP on a support sallary.

This might actually break the meta, as it allows for Full kill lanes in bot, as even without sustain Soraka can simply stay near a troubled lane to keep topping it off. As long as top pick a tank, you might even see things bot lane like double ADC bot. I congradulate you sir, you might have done what the entire balance team has been incapable of for 4 years in 2 different ways: you fixed Soraka, and you broke the stalest meta at the same time!

MonsterMetroid8/30/2014, 10:03:07 AM12 votes

It seems like Starcall should heal soraka more if she hits an enemy in the sweet spot as well. this would allow her to get back to healing quicker and separate the "Good" and the "Great" Sorakas.

Pyrobob48/30/2014, 2:02:07 AM10 votes

Long time Soraka fan and player here. First, let me say that, while I am sad to see old Soraka go, I am optimistic about her changes. I will withhold final judgement (and knee-jerk negative reactions) until I have had a chance to play her on the PBE. I understand that League is constantly evolving, and change is inevitable.

Anyway, lets get into it.

Changing W to a low cooldown, smaller heal puts it more in line with other healers like Sona and Alistar. I assume this similarity was taken into consideration when reworking her; can you talk a bit about how these kind of top off healers can each find their own niche? Why, for instance, would I take new Soraka over Sona?

What is the range on her passive speed boost? It could be interesting if it was large enough to allow for using the passive as an escape. For example, if you're supporting bot, and get ganked, rather than running to your tower all slow, maybe you run up the river towards mid super fast, because they happen to be low enough to activate your passive.

Am I reading too much into the fact that her passive is so similar, but opposite, to Warwick's Blood Scent? Hard not to, given Soraka and Warwicks history...

Now that Starcall is her only damaging ability, but will deal far less damage than it could before, are you concerned about her diversity? Do you ever see her leaving bot lane again? What kinds of builds do you think will be viable for her now? Are both squishy and tanky support builds viable? What about an auto attack focused AD build? (Sorry for machine gun questioning here)

Given the % cost of W, building tons of HP wont be super effective. However, building regen might, so Warmong's might still be pretty core. As well as Talisman of Ascension likely being the support item to take.

I have some other concerns about numbers (specifically the cooldown on E) but I know these are all subject to change, so they aren't worth talking about just yet. Maybe, though, you could talk a bit about her scaling?

Sorry again for so many questions, and thanks for your time. I'm excited to finally get to play her soon.

Adryanuz8/30/2014, 3:12:07 AM10 votes

what about the "best" sup item, sightstone? not to talk about her being completly prohibited from using targon, not that someone would but still...no rylais for 'secure slow'...i loved old Q rylais...

Adryanuz8/30/2014, 9:11:46 PM9 votes

So soraka gets around 1800 HP, ideally i build 0-400 Hp on her (sightstone), so lets go for 2200 hp For 3.3k gold i get 156 ap For 2.6k gold i get 100 armor (in between a awesome aura and mana and cdr) its means ill get 80 armor and 20 ap.... My point? Every point of armor requires a unit to take 1% more of its maximum health in physical damage to be killed. This is called effective health. so if i cant get more "maximum health" for soraka, armor and magic resist are automatically nerfed (1 point in soraka is worth 18-22 effective health as if she could get 3k hp, it would be worth 30) now if building them its becoming EVEN harder and many GOOD Tank items are directly connected to HP (aegis, sunfire,randiuns,visage,banshees) so itemization is going to be harder just by that

I can see soraka players building FULL ap (cause i see ap casters with 500+ ap, i never saw a tank with 500 armor), turn the heals on themselves higher than 10%max, Q healing a bunch and just playing as poky sustain mages... i loved the concept of a low health tank (almost like an ant, small but hard to kill anyway)...now i just see a sup that needs to be protected more than the adc,that will get insta focused and killed easily, even more than the actual mage/adc, cause they mightve have tanky sustain or lifesteal items....

Winged Hussars8/30/2014, 12:09:49 AM9 votes

Get ready for the Soraka fanbase to downvote heavily. I, however, really really look forward to playing this.

Sheakiru9/1/2014, 6:23:43 AM7 votes

I have mained raka since season 1 as a top and mid tank hero, I have at least 3000 games with her alone by now and this "rework" may be the one that makes me quit league for good. This is coming from someone who would actually wake up to find themselves 1/2 way into a game with her (yes. i was actualy sleep-playing league with raka after using her for a full year).

Play-style: Tank/Mage Lane: Any (minus jungle since last rework)

Personal note: Please understand that in a game here u have such diversity in Items and Runes for personal customization that the classifications given are merely "suggestion", not a mold with which to force someone into like so much clay, this is doubly so for the "support" Tag

Passive: the move speed to lowlifes is an interesting touch. but then that's what her ult is for... on the other hand with the "proposed" heal spell in this kit it would be better to make her have it when SHE was low life... other then that. let GalioGalio have his uniqueness plox.

"Q": so basically you have removed literally the ONE thing that has made Soraka what she is to me. A magic resist shredding heal baiting machine. not only have you made her primary damage skill un-spamable, you've removed its magic resist shred completely. On a second look this is basically a rip on NamiNami but far less effective, getting in close for a single shot "slow" attack is the ingredients for a swift dive skill murder.

"W": This... is just awful, this skill single-handedly removes her from any forward action by forcing her to be the squishy i spent 3+ years into reworking into a fine tuned killing machine. Making the spell cost life, 10% (even tho not finalized) is 9 heals and then 1 shot from death. a stray aoe spell will kill her after using it if she goes to try and Q for life and will get "Focus the healer!"ed faster then season 1 when she had like the lowest base hp in the game. The life gain on hit for Q is interesting. would be righteously overpowered with her current starcall.

"E": making her E an aoe silence inst too bad. but its lack of damage has left her that much more behind with the extremely long cdr of her Q.

I don't like to be negative. but this is pushing me a little more then usual. when will riot stop reworking already functional champions we all love into something completely ... not what they were (R.I.P. Karma T.T) and GIVE PLAYERS THE OPTION TO SELECT A DIFFERENT SKILL LOAD-OUT instead of completely reworking the champions we already love. Tweaking a skill to balance potential op-ness is one thing but reworking them is just killing them and replacing them with someone new. I'll write more later but I'm at my limit for keeping composure, Ive never actually felt legitimately "angry" after reading a character update before, if this goes through there is a rather high chance that i will actually quit league and all the friends Ive made here.

In short. give us more OPTIONS instead of ripping apart the ones we already have and making us use whats left of it.

Also Ive been working on a self sacrificing healer type to propose in the forums. so just leave Soraka alone till I'm done with it and make the new one instead. Its taking awhile because as riot has certain learned, it is VERY hard to make a healer that is both balanced and fun to use COUGHnidaleeNidalee COUGH

Best Mundo NA8/30/2014, 12:06:04 AM7 votes

SO her W costs 10% of Max Health and she can cast it below 10%. Does this mean that when Soraka is between 5-10% Health her W will kill her? Am I missing something?

Deep Terror Nami8/30/2014, 12:47:01 AM6 votes

Oh one question. Am I still going to be able to accidentally heal a minion and let my ADC die? It says ally instead of friendly unit so I think you've removed that, but I want to be sure.

Aamano8/30/2014, 12:36:57 AM4 votes

So will Soraka have new model animations, or will her body move the same just with new vfx / sfx

ShadowKnight12248/30/2014, 1:49:13 AM4 votes

On the one hand, I absolutely love the direction this new kit is going towards. I am super excited to play her and make those sweet clutch heals.

On the other, I was slightly miffed at first that tanky Soraka wouldn't be a thing anymore, because I am rather tired of super-squishy caster female supports, but then I realised that you guys are rewarding Soraka for building resists, which is a form of tankiness. So I'm actually elated!

That said, I am VERY concerned that Soraka will be extremely unsafe to roam with. Every squishy caster support has a mobility boost, hard cc or both, so if they come across an enemy while they're warding the river/jungle, they can either sprint away or cc the enemy and get out. Soraka is, to my knowledge, the only squishy support who doesn't have this possibility. Her Q and E seem very difficult to use as escape mechanisms, though she might be able to spam Q to slow down pursuers and heal herself as she makes it back to safety.

How is Spirit Visage going to interact with Soraka? Will it increase the self-heal on her Q? If so, I feel it might be one her core items, since it also gives her MR, which she can turn into AP.