Soraka "Gameplay Fixes"
Okay my ideas is not going to change Soraka too heavily as in she is going to remain the league's dedicated healer. Something I am going to do is force risk to Soraka to pump out spam heals onto allies instead of this super safe and passive playstyle.
Salvation (Passive): Soraka gains 70% movement speed when moving towards allied champions below 40% of their maximum health who are outside of Astral Infusion's range.
Soraka's basic attacks and Starcall against enemy champions heal herself for 11(+3 per level)(+30%AP) to 22(+6 per level)(+60%AP) based on Soraka's missing health.
Starcall (Q): Cooldown: 8/7/6/5/4 seconds; Cost: 70/75/80/85/90 Mana; Range: 970 units Active: Soraka calls down a star depending upon the target location to deal 70/110/150/190/230(+50%AP) magic damage and slowed by 25% for 2 seconds to all enemies it hits.
Enemies standing in the center take 50% increased damage and are slowed by 40/45/50/55/60% for 2 seconds.
Astral Infusion (W): Cooldown: 20 seconds; Cost: 20/25/30/35/40 Mana; Range: 550 units Passive: Soraka's basic attacks and Starcall on enemies lower the cooldown of Astral Infusion's base cooldown to 10/9/8/7/6 seconds. If the struck enemy was a champion then the base cooldown is reduced to 3.5/3/2.5/2/1.5 seconds.
Active: Soraka heals only an ally champion for 100/135/170/205/240(+60%AP) health. Consecutive Astral Infusions within 6 seconds costs 2% of Soraka's maximum health which stacks up to 10 times.
So besides adding a weak slow to Starcall on top of the Starcall crit slow that is already there and adjusting its cooldown to different values; Soraka's self heal is moved to her passive and scales based on her level and can be proc'd on her basic attacks as well as her Starcall.
Astral Infusion is now a stacking system that determines its health cost between 0 to 10 which multiples the health cost by this number (so if you have not used Astral Infusion for awhile their will not be a health cost). The lower base cooldowns do go down with cooldown reduction and the point to this system is for Soraka to put herself at some kind of risk for her machine gun heals or land her skill shot onto enemy champions so Soraka gets rewarded with not only self heals for being in basic attack range but also for landing her skill shot (which landing Starcall already heals her); plus for a reliable way to activate machine gun healing Soraka has the ability to just simply AA her target for the really small cooldown heals for her allies. The self-heal being per level rather than per rank just controls Soraka's power early game and makes it for she does not get absurd sustain in the really early game making her health costs more meaningful on the machine gun heals.
Hope you appreciate the idea! Have a nice day everyone! ~ Stacona