Soraka & Stat Scaling
So! Soraka. Everybody's favorite banana-tosser, recently reworked to make her... well, I suppose "not broken" is the best way to put it. Her rework largely accomplished that, too. Some of the vagaries of her new kit strike me as a bit off, though, and I'd like to touch on them briefly.
My biggest issue with her is the somewhat odd stat scaling quirks the 10% health cost on her W have given her. Specifically, she's one of the few champions that is actively punished for getting health on items. There are others with similar mechanics, like Irelia preferring to go for armor or magic resistance to increase her toughness rather than health due to the static healing on Hiten Style, but none so severe as Sorka's distaste for health.
The problem is that while the cost of her W scales with her health, her regeneration (either natural or from dropping her Q on an enemy champion) and her output don't. This makes the only benefit to health a slight increase in time to live when attacked... but it also brings a corresponding decrease to her sustain. It's entirely possible to end up with her W actually costing more health than it heals for. If you're above level 8 with a sightstone and only one rank in your W, it's a net health loss to cast it. You can still use it to save a carry, but forget about sustaining with it - and I'm of the opinion that the league's preeminent healer probably shouldn't get into a situation where she loses more health than she gains.
While that would be an interesting way to differentiate between a "support Soraka" and a "mage Soraka," her Q and E's weak damage, weak scaling, and prohibitive mana costs have resulted in her mage secondary being more of a legacy element than a viable role. As a result, she only has one build path and one role, which pigeonholes her pretty heavily.
"Okay, Krinu, that's nice," you say, "so just don't build a lot of health! There are a ton of defensive items that don't have health on them. Get those instead."
This is true! There are many items I can build that don't have health. The problem is that many of the health regeneration items that Soraka desperately needs to fuel her W also have health on them. Furthermore, Soraka is probably one of the squishiest and least mobile champions in the game... with the result that she has to be very careful where she stands, since a stern glance from the enemy ADC can send her back to the fountain. Now, you can argue that these just raise the skill cap on her, and to a certain degree that's true... it's also really frustrating to be forced into buying health (either because I need the effective health or because it's on an item with another effect I need, like a sightstone) and watching my ability to sustain in lane plummet.
So how do we fix this? Well, there a couple ways. First, let's look at the constraints:
- We want to keep (and ideally reinforce) the gap between Soraka's ability to be a mage and her ability to be a support. Champions that can do everything with a single build are generally overpowered as hell.
- We want to ensure that she doesn't end up able to sustain healing forever, because getting out of that paradigm was the point of adding health costs to her W in the first place.
- As a lesser priority, I'd personally like to see her ability to play a secondary mage brought back up to the point where it isn't a complete joke.
Fixing the "health is bad" problem is actually quite simple with an addition to her passive: "Passive health regeneration and healing gained from Astral Infusion's passive effect are increased by (bonus health / (529 + (78 * Soraka's level))%."
While the math looks ugly, all this does is increase her regeneration and astral infusion healing by the percentage amount of bonus health she has, so that they fill the same amount of her health bar. Since her Q and health regeneration aren't intended to counteract combat damage - she isn't Garen or Mundo, and won't end up with that kind of regen any time soon - but instead used to offset the cost of her W when used on allies, giving a boost to those sources of healing seems like a reasonable way to make sure she isn't punished for building health.
The second part - making her mage aspect not suck horribly, and preventing her from doing both things with a single item path - can actually stem from the same source. If you adjust bonus health so that it isn't terrible, it isn't that big of a leap to go from there to bonus health being actively good. Imagine that, instead of an AP scalar, Astral Infusion's heal scaled with her bonus health. Combine that with a nerf to her Q and E baseline damage and a boost to their AP scaling, and suddenly you have two build paths: A support-oriented path that builds stamina, support gear, and maybe a mana item alongside a mage-oriented path that focuses on the traditional AP/penetration setup.
I don't know. I'm mostly rambling now. What do you folks think? Is this actually an issue, or is Soraka fine and do I need to go crawl back to solo queue with the rest of the filthy casuals?
Ok.