Soraka; Gameplay Update
I am just going to get on with it, but the main goal is force Soraka into having to interact with her opponent instead of being able to stand super far back and be super frustrating and boring to play against and try to avoid the zero interaction gameplay players were able to exploit. By the way, this is intended to create more high risk and high reward to Soraka; Riot's goal was to create, yes, a dedicated healer champion, but to also create a champion that interacts with her opponent (the interaction is not quite there, at all, and players have found ways to exploit Soraka and have her as a super passive spam healer; this idea is to force Soraka and enemy team interaction, she gets more reliable CC which allows her to peel for her backline (or kite as mage Soraka in the mid lane))
Basic Attack Range: 525 units Movement: 330 units per second Health Regen: 0 +0
The Blessed Starchild (Passive): Soraka's basic attacks and Starcall against enemy champions grant Soraka a star shard to heal her for 10(+5 per level)(+20%AP) to 30(+15 per level)(+60%AP) health based on Soraka's missing health.
Soraka's healing is increased by 50% to allies below 40% health and she gains 70% movement speed when moving towards ally champions below 40% health within 2500 units.
Soraka's abilities do not stop her movement.
Starcall (Q): Cooldown: 6/5/4/3/2 seconds; Cost: 50 Mana; Range: 600 - 1500 units [based on charge time] Hold down the skill key to cause Soraka to charge up, up to 2 seconds, Soraka's movement speed is slowed by 30% while she is charging up.
Upon release Soraka reigns down a star where the mouse cursor is to deal 60/70/80/90/100(+25%AP) to 180/210/240/270/300(+75%AP) magic damage based on how long Soraka charged for slowing enemies struck by 15/20/25/30/35% for 2 seconds. If the star was fully charged then enemies are stunned instead of slowed for the same duration.
The star's delay is 0.05 to 1 second depending on how long it was charged for.
Starcall's cooldown begins after the charge has been released.
Astral Infusion (W): Cooldown: 4/3.5/3/2.5/2 seconds; Cost: 20 Mana plus 4% or 10% max health; Range: 525 units Passive: Dealing damage to an enemy allows Astral Infusion to be used one time and grants Soraka 20/25/30/35/40% bonus movement speed when moving towards ally champions for the next 1.5 seconds.
Active: Soraka sacrifices a portion of her health to heal an ally unit for 40/50/60/70/80(+20%AP) health, she sacrifices even more health to heal for 120/150/180/210/240(+60%AP) health instead if she dealt damage to an enemy champion.
Equinox (E): Cooldown: 24/22/20/18/16 seconds; Cost: 70 Mana; Range: 925 units Soraka creates a zone at a target location for 1.5 seconds to deal 70/110/150/190/230(+40%AP) magic damage to all enemy champions standing inside as it is cast. All enemy champions inside the zone aren silenced as long as they remain on it.
At the end of the zone's duration, all enemy champions inside take 70/110/150/190/230(+40%AP) magic damage and are briefly rooted for 1/1.25/1.5/1.75/2 seconds.
Wish (R): Cooldown: 160/145/130 seconds; Cost: 100 Mana; Range: Global Soraka calls upon the stars, removing grievous wounds on all allied champions and herself, including untargetable allies, and then healing them for 150/250/350(+60%AP) health.
+
or not as good
is stupid on raka. Her heal should at least put her into combat so that she can not abuse the ridiculous 100 - 150 hp per second passive of warmogs. She barely leaves full health while healing a still amount of damage , all from the safety of the back line. Lane phase is dumb also, if you cannot hard engage on her you are in a losing farm lane. Soraka is not fun to play like this and she is much less fun to play against in this crazy state.