Feedback on the New Soraka
Thank-you, Riot, for the new Soraka. I've played her in over 100 low gold/high silver ranked games and have thoroughly enjoyed playing her. This update made her what I had always wanted -- a true support who is devastating in her support role but weak if she's on her own. When I'm playing her well, she's truly a "force multiplier" that the enemy team has to contend with. However, I do have some feedback to give on her that I think would make her more enjoyable to play while not affecting her balance too much:
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First, a quality of life change. Please make it so that her W heal can only affect friendly champions. I can't tell you how many times I have mistakenly healed a minion during a fast moving fight while we're running through a crowd of minions.
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Second, could you make the range on her W heal a little bit longer? I understand that the small range on her heal is part of the balance of her character -- forcing her to be close to the fight in order for her to heal effectively. But, it's just a little too close right now -- especially if you're trying to heal someone who's jumped into the middle of the fray. Could you add just like 50 range to the spell?
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The self heal that Soraka gets from her Q is not very much. Of course I maximize her W heal ability first (which increases the self heal from Q) and yet still her self-heal from her Q is extremely small. It takes 3-4 Q hits to make up for the health cost from a single cast of W on an ally. Plus, in the laning phase, you're likely to get in range of enemy harassment damage when you try to shoot your Q on an enemy, so the net gain in health is usually 0 or negative. Could you increase the base self heal on the Q a bit?
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It's hard to hit an enemy with a Q unless the enemy is standing still and occupied with some other task. The reason is that its radius is so small and the enemy gets so much warning that if they're moving at all, there's almost a 0 percent chance that they will actually take the hit. If you aim the Q where the player currently is, then the enemy just has to keep moving in the direction they were going and easily avoid where the Q will land. If you aim the Q in front of the enemy, hoping to hit them where they will be, then the enemy can see the big warning circle in front of them and simply stop to let the Q fall harmlessly in front of them. Assuming that increasing the Q's radius would be too unbalancing, I have two suggestions: a) Make Starcall's delay shorter. b) Give less warning time to the enemy that the Starcall is coming.
Thank-you for reading. I hope you found this feedback helpful.