The forums provided a serendipitous thread necro for me to wrap up the Soraka Champ of the Week series. In the thread linked here, Xypherous lays out some of the design problems around heals, which I think is a decent place to kick off the Soraka discussion. Soraka is strong as most every other healer is strong – they all remove attrition from a game.
Healing is a really tough mechanic to balance for a game like League of Legends. In order for the healer to have any fun whatsoever, the heal needs to do something during the laning phase, which usually means giving it a somewhat short cooldown. Later in the game it needs to scale in some way to be remotely useful, which means AP builds can be both viable and infuriating. In short, heals don’t really work. Even if a heal could truly provide a judgement call for a player, heals just happen too often to really be balanced.
That’s essentially what I saw with Soraka. If my team was willing to sit back, not rush fights if the enemy ignites were up, or start a poking war, we won. We won easily, too. Even in games where I’ve built a Deathfire or a Guinsoo with Soraka, the wins have been decisive. There’s not much more to say about her.
If I could change one thing about Soraka, it would be Starfall. Though the spell is occasionally lulzy and provides a decent debuff, it doesn’t have a practical range for teamfighting. It’s decent for farming, but again, it suffers from a short range. I’d love to see Soraka get something like Lux’s Lucent Singularity, a skill that could slow in an area on the ground. She would probably need a slight heal tweak due to the increased lane power, but I think she would be more fun.
That does it for Soraka week. Check back tomorrow for next week’s Champ of the Week. It’s back to someone I’m not particularly good with. What can I say, I’m a glutton for punishment.