The Star Healer [Soraka Concept]

Stacona··2 votes·1,278 views

Straight to the points:

  1. Soraka is just frustrating to play against. Introduce gameplay that allows Soraka to interact with the enemy in a healthy way.

  2. Wee-Woo-Wee-Woo... or Wii U WII U... the ambulance aspect is cool, but it just adds mobility creep to the game for what should be an immobile mage. Remove this and then she can have more base movement speed to help her roam, important thing to have whether you are support or mid.

  3. We no longer need any kind of health cost anywhere. The reason the % health cost was introduced was to force out tank builds (ironically, it actually encourages them) so that experiment failed, but League of Legends has changed where supports can have more gold now which means we can give Soraka low base values for high ability power ratios and balance her like a mage and other supports can receive the same treatment. Low base values and high AP ratios naturally discourages tank builds and gets the player to go squishy if you don't want to be useless.

  4. Just have her heal mana gated. Mana is a meaningful resource, especially in the early game before you build a bunch of mana sustain items, and the early game is the frustrating point to play against Soraka so that is what we want to hit since it allows for a point of weakness and if you let the Soraka team get to late game then you have a real hard time winning just like other hyper scaling champions. The health cost does nothing early game and makes her heal awkward later on, which means she becomes oppressive early game while still hyper scaling, so we need to give her a point in the game where she is clearly weaker.

  5. Wish is outdated. What I mean by this is that it is very strong, but is pretty bland and has no room for skill expression (which is differentiating between one Soraka player to the next Soraka player, does not mean the skill does or does not require skill to use), there is nothing about it that says you used it well or used it poorly since it is a global team heal. I rather give her basic ability heal a slight aspect of what Wish does, which is a long range heal in some form, and just give a new ultimate.

  6. Soraka can be made better as an introductory support and teach new players better to how to properly play support: ~ Emphasize that supports are supposed to apply lane pressure to remove pressure from your duo-laner so they can farm up. ~ Keep allies alive and safe so they can deal damage (dedicated healer, so pretty easy for this to happen). ~ Better sense of mana management (this will go with my heal idea). ~ Learn that it may be best to hold off on casting abilities rather than pushing all the buttons at the same time. ~ Grant benefits for being aggressive and not sitting back and being passive, you are a support and need to apply some kind of pressure or zoning for your duo-lane can farm up. ~ Possibly reward the player for doing basic support things, similar to how Annie gets rewarded for properly last hitting with Q to teach players on how to last hit minions, Soraka will get something that teaches the player of how to play as a healer mage.


Attack Range: 550 units Movement: 340 units per second

NOTE: "Star Energy Acquired" is just stating how much ability power you earned from your passive in a cooler way than saying ability power earned.


Star Energy (Passive):

Near Target Range: 1400 units

When at least one allied champion is near both Soraka and an enemy champion and does not die every 8 seconds, then Soraka permanently gains 2 ability power. Allied champions that die within Celestial Blessing's cast range will cause Soraka to lose 25% of her current health.

When Soraka heals an allied champion, excluding herself, within 1.5 seconds of it taking champion, tower, or epic monster damage then Soraka permanently gains 5 ability power, this also occurs if Soraka heals an allied champion below 15% health. This can occur once every 5 seconds.

Star Energy Acquired: X

Star Shard (Q):

Cooldown: 2.5 seconds; Cost: 50 mana; Range: 875 units

Soraka swiftly blasts a star shard in the target direction, dealing 40/70/100/130/160(+60%AP) magic damage to struck enemies and causing the first enemy struck to not deal damage for its next attack or damaging ability within 1.25 seconds.

When at max rank, Star Shard causes all struck enemies' next attack or damaging ability within 1.25 seconds to not deal damage.

Celestial Blessing (W):

Static Cooldown: 0.25 second; Cost: 50+ mana; Range: 600 - 1200/1500/1800/2100/2400 units

Soraka sends an indestructible star orb to the target allied champion or herself that heals for 40/60/80/100/120(+100%AP) health, 75% healing for targets that were healed by Soraka, including herself, in the last 5 seconds. When Soraka has not cast Celestial Blessing in the last 10 seconds, reduced with cooldown reduction, then its cast range begins to increase over time, reaching it maximum range after 5 seconds.

Every cast of Celestial Blessing will increase the cost by 50 mana, up to 500 mana per cast, when cast within 10 seconds of the last, this timer reduces with cooldown reduction.

Astral Infusion (E):

Cooldown: 11/10/9/8/7 seconds; Cost: None / Varying; Range: 600 units

Enemy Cast: Soraka deals 30/65/100/135/170(+70%AP) magic damage to the target enemy and silences for 1.25 seconds, if it was a champion or epic monster then Soraka restores mana equal to 100% of the pre-mitigated damage dealt. Minions and non-epic monsters are disarmed for 3 seconds.

Ally Cast: Soraka restores 30/35/40/45/50% of Celestial Blessing's current mana cost as mana or energy to the target allied champion, cannot self-cast. Soraka consumes twice the mana than what she granted the target.

Star Barrier (R):

Cooldown: 160/130/100 seconds; Cost: 100 mana; Range: Global / 500 units

Soraka creates a star barrier at the target location for the next 1.25/1.5/1.75 seconds, causing all enemy units outside of the barrier to be unable to deal damage or inflict other negative effects to allied units and Soraka that are inside of the barrier.

Celestial Blessing's next cast has its range doubled, projectile speed quadrupled, and consumes no mana.


UPDATE NOTES:

Celestial Blessing: Turned it from an instant heal to an indestructible projectile, meaning it cannot be destroyed from projectile blocking effects like Wind Wall or Unbreakable. This adds travel time, so rewards Soraka for using it near her target, and offers a visual indicator for the opponents can react to the heal better to choose to keeping fighting or back off. This also increases player satisfaction by having a cool, sparkly, pretty projectile flying to your target for the big time heals on impact; could possibly make it grow in size based on how much it will heal for!

Star Barrier: After casting the ability, will also quadruple the projectile speed of Celestial Blessing.


4 Comments

KZ Engel1 votes

it'd be cool if soraka's w had a travel time

Stacona1 votes

I get that it allows for a timer for the enemy to react before the heal comes in, so decide to fight or back off, but at the same time that will probably just make Soraka feel bad to play as. It does, however, also encourage Soraka to get really close to the targets that she heals to reduce travel time delay.

Worth a thought, I don't know if it is the best thing to add to the game solely because there still needs to be player satisfaction, but adding in a cool looking projectile flying to an allied champion could naturally increase player satisfaction as well

l MrD l1 votes

Wish has to stay and cannot be changed how it works maybe but the function no

Stacona1 votes

I kind of incorporated Wish into her W's heal, so if you do not cast W for awhile then you gain a long range heal and when you cast your ultimate the TOTAL range doubles for a semi-global W heal. So what Wish does is still on the kit, but the ability has to be changed because it does not have a bad use scenario to it, not fun to go against, and has very low player satisfaction (basically none).

The reason why a long range W every so often is a better design is because you have to consciously use it since it is a single target heal, so you know exactly who you are trying to save with the heal and getting that gameplay satisfaction as a healer for keeping your teammate alive. Accidently saving an allied champion just because you press R has no satisfying gameplay to it and is frustrating for the opponent, the opponent loses out on a kill because of an unintentional save and the Soraka player has no idea what is going on because she was not even looking at that play at all so there is no satisfying "I did good because my teammate is alive" where as a single target heal means you need to be consciously looking at the target and heal that target and become satisfied knowing you saved them from what would otherwise be death.

So Wish is still on the kit in terms of long range healing every so often, but we can have a significantly better ultimate that at the very least is a lot more satisfying to use as there is a way to fuck it up royally or feel super good as the Soraka for completely denying the enemy with a well placed ultimate and a clutch mega long range heal.

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