Soraka-Sensei, a Tale of a Healer Concept

Stacona·7/9/2018, 4:55:27 AM·1 votes·1,251 views

I am going to make a rework concept for Soraka that does a better job with teaching players how to play as a healer, not be punished for healing your allies or discouraged from doing your job as a healer, teach basics on how to play as a support and apply pressure on the lane for the damage can farm up without worry, and try to fix elements of frustrations when playing against Soraka.

Soraka should be a support that teaches new players to the role on how to play as a healing mage and support, do this with reward mechanics and creating aspects that gets the player to want to do something without compromising Soraka's main job too heavily.


Attack Range: 575 units Attacks: Better to use and less wind up time Movement: 340 units per second


Star Parry (Passive):

Near Range: 1000 units

When Soraka casts an ability against an allied champion or herself, then it prevents all damage against the target within the next 0.25 second.

Whenever Soraka successfully creates a Star Parry against champion or epic monster damage, then she permanently gains 3 ability power.

Soraka gains 3 ability power every 5 seconds when all allied champions near her do not take champion damage while the allied champion is also near an enemy champion.

Champion kills and assists grant 3 ability power.

Successful Star Parries: X Ability Power Gained: X

Star Call (Q):

Cooldown: 4/3.5/3/2.5/2 seconds; Cost: 40/50/60/70/80 mana; Range: 650 units

Soraka calls down a star to the closest enemy to her or prioritizing the target with the greatest amount of maximum health, dealing 20/30/40/50/60(+30%AP) magic damage and marking it for 1.25 seconds.

The next champion basic attack against the mark deals 20/25/30/35/40(+25%AP) bonus true damage and consumes the mark, if Soraka's basic attack consumes the mark then she additionally restores 20/25/30/35/40(+25%AP) mana.

Star Call deals 2% increased magic damage per 1% mana that she currently has (max 60/90/120/150/180(+90%AP) magic damage).

Astral Blessing (W):

Cooldown: 2 seconds; Cost: 120 mana; Range: 900 units

Soraka heals the target champion for 20/35/50/65/80(+100%AP) health. Healing an allied champion grants Soraka's next basic attack within 1.5 seconds to restore 80 mana against enemy champions, non-champions restore 15/20/25/30/35 mana.

If Soraka heals an allied champion from Astral Blessing where the target would have died within 1 second, the Soraka restores an additional 80 mana.

Equinox (E):

Cooldown: 18/16/14/12/10 seconds; Cost: 90 mana; Range: 700 / 500 units

Soraka instantly zaps the light and energy from the area around the target champion, ally or enemy, dealing 50/75/100/125/150(+70%AP) magic damage and nullifying all enemy spells, abilities, channels, and cast times that were struck. Equinox lingers on for 0.5 second.

Wish (R):

Cooldown: 180/150/120 seconds; Cost: 75 + 20% current mana; Range: Global / 600 units

Soraka creates a barrier around the target allied champion or herself for up to 3 seconds, causing all other allies to gain 60/80/100%(+10% per 100AP) total movement speed towards the target. Afterwards the barrier collapses and heals all allies inside for 140/170/200(+125%AP) health.

Wish can be cast again to collapse the barrier early.


UPDATE NOTES:

Star Parry: Reworked from Thankful Shards I did not like the thought of some players NOT healing their allies to gain a tiny amount of ability power, I only originally thought about rewarding the player of saving an ally that is almost dead.

Now is a very skill intensive mechanic that blocks all damage when using your W-E-R for the first 0.25 second and grants bonus ability power for successful damage blocks against champion and epic monster damage. This goes better with preventing champion damage against allied champions for ability power portion, this is kept in since it rewards the player to relieve pressure away from your teammate and onto yourself.

Now grants bonus ability power on kills and assists to ensure this is not a dead passive for lesser skilled players, since the new mechanic is created for those that want to master Soraka and for high levels of play. This gives players something to work towards and perfect allowing for an introductory champion and also be one for those looking for a healer to main.

Star Call: Cost increased to 40/50/60/70/80 from 35/40/45/50/55 mana Cooldown fixed: Now properly says it is 4/3.5/3/2.5/2 seconds instead of incorrectly saying it is 2 seconds at all ranks True damage proc lowered to 20/25/30/35/40(+25%AP) from 20/30/40/50/60(+30%AP) [magic damage unchanged] Added a new mechanic where if Soraka consumed the mark then she also restores 20/25/30/35/40(+25%AP) mana

Astral Blessing: Range increased to 900 from 750 units; just make it easier to be aggressive and still heal an ally

Attack within 1.5 seconds restores 80 mana from 120 mana Against non-champions restores 15/20/25/30/35 from 20/30/40/50/60 mana Mana restore for saving an ally from death decreased to 80 from 120 mana

Equinox: Cooldown increased from 18/15.5/13/10.5/8 to 18/16/14/12/10 seconds Cost increased to 90 from 50/60/70/80/90 mana

3 Comments

J4K ShadyBacon7/13/2018, 6:25:36 AM1 votes
  1. Passive - Could be annoying for teammates if your support decides to let you get low health and stay low health so that they can try to get that free 5 ability instead of keeping them healthy and out of kill range. Also, the more AP you have the easier it is to get more because your heal will be more powerful and thus you can play with your teammates at lower health ranges without being as afraid of them still dying after the heal. Lastly, if the enemy is just really passive (low elo) Soraka will literally be gaining free permanent AP, so I would highly recommend removing this part of the passive.
  2. Ability Q - Good idea, but could be annoying especially for new players but that is part of the learning process I guess. I would definitely recommend increasing the cooldown and making the true damage mark half the flat damage and ratios of the actual ability.
  3. Ability W - Solid concept but the mana refund should never be a full refund since then it makes the ability super spamable given the low cooldown and removal of the mana concern. I would recommend a max refund of 80 if the ability is going to cost 120 especially since she will be building mana and mana regen most likely.
  4. Ability E - Overall a good ability just might need to up cooldown and cost since it is relatively stronger than her current E from the sound of it.
  5. Ability R - I like the idea since it has decent counterplay and feels more personal than her current ultimate. On a side note, I think her current ultimate is suppose to get the player to learn map awareness to keep allies alive like with Shen ultimate.

In conclusion, I like the ideas for the abilities and the concept of using them as a way of teaching the player how to be a "good" healing support I just think you need to reconsider somethings and make sure that after she buys items that the abilities are still balanced and not just become brain dead spamming which is the exact opposite of what you want.

Stacona7/13/2018, 8:48:04 PM1 votes

EXTRA NOTES:

Would have died means the damage BEFORE the heal is snapped shot, so within the next x second if the target took that much damage then the reward mechanic takes place because you prevented the target from dying, fulfilling your role as the team's healer and adding a skill element to healing this way, teaching the player to prioritize healing allies that are about to die, rather than healing a full health target.

Gameplay being taught here:

~ Thankful Shards is basically about rewarding the player with something that they want to have (ability power) by doing support things like participating in fights with your team, saving an ally from death as a healer support, and playing aggressive and applying pressure in lane so your Damage does not take damage by the enemy team. Everything gained here is doing something proactive as a support and you CANNOT gain free ability power, you have to earn it.

~ Star Call teaches about wanting to hit the tank with your Damage as the Support or hitting the closest thing to you. ~ This also teaches the player about proper positioning and spacing, since to hit a specific target then you need to place yourself in a way that Star Call can only hit that target. ~ This also teaches about following up spell casts with basic attacks and weaving your basic attacks and spell casts together with the mark and bonus damage system. ~ This also teaches the player about mana management and not mindlessly spamming your abilities since you receive massive damage full off the less mana that you currently have. So conserving your mana and using it every so often will maximize your damage output, intentionally not using your spell despite the spell being available to use.

~ Astral Blessing is simply about healing and rewards the player to heal allied champions over yourself. ~ This also teaches the player about harassing the enemy team to restore the mana that you just spent on healing an ally, rather than sitting back and being passive and mindlessly healing, which is very restrictive here thanks to the high mana cost and the mana restoring buff really tells the player that they not only want to attack something after casting their W, but want to attack an enemy champion. This interaction also allows for healthy gameplay for a dedicated healer by having the squishy healer in threat range and not 5 miles behind their backline - but is also not forced upon the player, just encouraged.

~ Equinox is basically still a silence, but better and worse in some cases. It is worse because of the duration cut, but better because it can DESTROY cast times, spells, and abilities after they are cast - so you can destroy a Morgana Dark Binding in mid-flight for an example, you can also destroy Flash if the target cast it in Equinox rather than simply prevent it. ~ This is really teaching the player about proper timing rather than having a lingering crowd control. Something I feel very satisfying and I like about Equinox now is the ability to stop Katarina's ultimate with good timing and feels so good to do this, so I think it would be cooler to implement this aspect against every spell and ability in the game and have this satisfying denial aspect for Soraka all the time, and it works since it teaches the player about proper timing.

~ Wish is simply teaching about decision making. Deciding if you want your team to come to you, throw it on an ally to run quickly to them, or save an ally from certain death by a quick double cast. Current Wish is very bland and teaches the player nothing, so I wanted it to be more interesting of a spell and offer some real gameplay to it. Other words, Wish offers the same purpose as a global AoE heal (though the AoE is now local) with skill expression added to it to make usage different with every cast and change up how each Soraka player wants to play Soraka.