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Soraka [Gameplay Update Ideas] {~Stacona}

Stacona··2 votes·473 views

I am here to post my ideas of a Soraka rework. I will treat this as one of my champion concepts, but the overall plan here is to give some ideas for a future rework to Soraka.

Salvation (Passive): Soraka's damaging abilities on enemy units apply a mark on them for the next 5 seconds, after three marks on the same unit will cause that unit to slowly walk away from either Soraka or a nearby ally champion for the next 1/1.25/1.5/1.75 seconds (@levels 1/6/11/16).

** Starcall (Q):** Cooldown: 5/4.5/4/3.5/3 seconds; Cost: 45 mana; Range: 900 units Soraka summons a shower of stars to fall from the sky, striking enemy units with five stars in a horizontal line to deal 80/105/130/155/180(+20%AP) magic damage. The stars reduce struck units' magic resist by 1/2/3/4/5(+5%AP) for 7 seconds. This effect stacks up to 10 times.

Astral Blessing (W): Cooldown: 10 seconds; Cost: 60/70/80/90/100 mana; Range: 650 units Soraka curses an enemy unit to deal 80/110/140/170/200(+40%AP) magic damage. While this ability is on cooldown, Soraka may reactivate this ability once more at no cost to bless an ally unit to heal the unit for 80/110/140/170/200(+40%AP) health and grant the healed unit 40/50/60/70/80(+15%AP) armour for 2 seconds.

Infuse (E): Cooldown: 10 seconds; Cost: Varies; Range: 650 units Ally Cast: Cost: 5% max mana; Soraka grants 30/60/90/120/150(+5%max mana) mana to an ally champion that uses mana. Soraka cannot use Infuse on herself.

Enemy Cast: Cost: 60 mana; Soraka silences her target for 1.5/1.75/2.0/2.25/2.5(-0.25 per 100AP to a minimum of 0.6/0.7/0.8/0.9/1 second silence) seconds and deals 50/60/70/80/90(+130%AP)(+5%max mana) magic damage.

Wish (R) (Ultimate): Cooldown: 170/150/130 seconds; Cost: 100 mana; Range: Global Soraka fills her allies with hope, restoring 300/550/800(+40%AP) health to herself and ally champions within a 1000 unit area. Wish can affect untargetable allies.

~ Stacona


EDIT: Starcall: Increased the cooldown to 5/4.5/4/3.5/3 from 3 seconds Damage adjusted to 80/105/130/155/180(+20%AP) from 60/90/120/150/180(+50%AP) Adjusted the magic resist shred to 1/2/3/4/5(+5%AP) from 3/4/5/6/7(+1%AP) Stated the shred lasts for 7 seconds (needs to be higher than the highest cooldown) This change is directed at Mage Soraka so that she is more about landing multiple Starcalls in a short duration to deal heavy damage with the magic resist shred stacking less about hard hitting with one Starcall.

Astral Blessing: Damage lowered to 80/110/140/170/200(+40%AP) from 80/120/160/200/240(+60%AP) Heal increased to 80/110/140/170/200(+40%AP) from 60/90/120/150/180(+45%AP) which is now 100% of the damage value instead of 75%

Infuse: Enemy cast cost increased to 60 from 50 mana Silence duration is now 1.5/1.75/2.0/2.25/2.5 from 1/1.25/1.5/1.75/2 seconds, but now the duration goes down with more ability power Soraka has lowering the duration be 0.05 per 20AP down to a minimum duration of 0.6/0.7/0.8/0.9/1 second Damage adjusted to 50/60/70/80/90(+130%AP)(+5%max mana) from 60/90/120/150/180(+60%AP)(+5%max mana) This change is to distinguish between Mage Soraka and Support Soraka a lot better allowing her as a support to have a high silence duration but deals almost no damage focusing on the utility of this ability and as a mage have almost no silence once she has high ability power and deal massive amounts of damage focusing on the nuke portion of this ability.

Wish: Increased the cooldown to 170/150/130 from 160/140/120 seconds Adjusted the heal to 300/550/800(+40%AP) from 200/400/600(+100%AP)

7 Comments

Lewd Neeko1 votes

The passive is interesting. So it's like a fear? And I see you've increased Soraka's damaging capabilities, however, having her Q cost 45 mana across all levels and being able to deal that much damage while shredding through MR is too strong.

Soraka's supposed to be a healer, but with that W, she can only heal if an enemy's around. Why would she have to deal damage first before being able to heal an ally? And that fact that it does more damage than heal is a bit ridiculous to me.

Also, that ult is also just a bit too op. She shouldn't be able to heal that much, especially with +100% AP.

Stacona1 votes

Janna's ult heals for MAX AMOUNT OF HEALING: 300 / 450 / 600 (+ 180% AP) plus it has the massive knockback - plus since it is an ultimate on a very long cooldown I feel that it can have a huge burst heal and be fine- because it is more frustrating playing against many sustain heals rather than one burst heal (which I did lower her Astral Blessing's heal and armour buff even with the cooldown being halved)

You can damage minions, monsters, champions- the heal really isn't that difficult to get off, but I did it to try to force soraka to be in combat to get her heals rather than playing super far back and make the lane this dull passive lane- at one point I thought about having it like a 75% spell vamp that you can use on yourself or an ally but that would nerf support soraka since she doesnt build penetration or at least very little penetration so i just made it 75% of the damage value--- unless you want the damage value and heal value reversed to each other? so the damage will be 75% of the value of the heal...

The passive works like a fear BUT doesn't always walk away from Soraka where as that is what Fear does, so instead it walks away from her nearest ally champion which may or may not be her- so in some circumstances enemy units can actually walk towards soraka instead of away- this is to provide a type of CC that can actually protect allies

I tried to keep her kit as much intact as possible- but her stars can be on a higher cooldown at lower ranks, but would this compromise her starcall spam identity slightly? but i wanted the stars to be a skill shot instead of guaranteed hits if you are in range to allow for conscious dodging and for support soraka to not push the lane up to get harrass down- i did lower starcall's mr shred at lower ranks- how does starcall look like really high damage? the damage and cooldown match each other

Lewd Neeko1 votes

Oh wow, I never paid attention to how much Janna could heal. However, that's over 3 seconds and allies have to be within range to get healed. That's different from an almost insta-heal that is global.

Bad reading on my part. I thought it said enemy, not enemy unit. While that would solve the problem of playing Soraka passively, I don't think being able to curse enemies fits the image of Soraka.

Skill shot Q.Q It's not a bad idea, I just like not having to aim. Oh, when I said that it was high damage though, I was thinking about late game since by then, CDR would be maxed and it would be more spammable since 1. Lower cooldown and 2. Low mana cost. I suppose it just looked high damage to me since the amount of damage it does is more than what her actual Q does.

Stacona1 votes

I implemented some interesting changes, mostly to distinguish between Mage and Support Soraka- I posted the changes within the EDIT on the main post

Lewd Neeko1 votes

I really like what you did with the E. It separates Support Soraka from Mage Sorake quite well. Can you imagine that ult in game though? Team fight and everyone's low, but wait! Soraka ult! The enemy's definitely screwed.

Stacona1 votes

I wanted to define her role as that healer- I'm more worried of Astral Blessing being too high of a heal than Wish, i'm fine with Wish being that OP mega AOE heal- its the sustain heal of Astral Blessing that is problematic and is her main issue now- hopefully by forcing her into combat to use the heal will fix that issue slightly

Lewd Neeko2 votes

Meanwhile, Gangplank and his fruit heals him for 80/150/220/290/360 (+100% Ability Power) health. I suppose that's different though since he uses it on himself and it doesn't provide armor. Your idea is really cool though as is many other rework ideas that I've seen. It'd be cool if there were some testing grounds for player's ideas.

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