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Morello what is your take on soraka bot lane.

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Searbreon ?? Recruiter
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02-10-2012

@morello

I love playing supports. My favorite is Janna, but when the AD carry that im supporting isnt my friend they tend to get harassed a lot more than Janna's shield can do. I've found her lack of sustain to have slightly pushed her out of the meta especially when there is a support like Sona or Alistar that have decent sustain with mass CC.

I thought about it a little and tell me what you think of this: Give Janna's shield an increased HP regen for whoever she throws it on. That way it isn't a straight up heal(which would make Janna extremely OP) but it still gives her sustain so she and her AD carry cant get harrassed out of lane as easily. Also another possibility to keep the HP regen sustain from outlasting the poke from the enemy is to attach it to the shield so if the shield gets harrassed down so does the HP regen buff

 
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GodEmperorLetoII ?? Senior Member
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02-10-2012

Quote:
Originally Posted by Fathomful View Post
Hush yo mouth. Carries are facerolling buttons and people arent dying. Soraka is obviously crazy OP.

She is much more the problem than health pots, or vast amounts of lifesteal on a RANGED carry.
i c wut u did thar.

 
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Torvin Augeri ?? Member
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02-10-2012

Quote:
Originally Posted by Morello View Post
Healers will be balanced to not negate all damage infinitely, yes. That design is an expectation, unfortunately, because it make the healer fun, but the cost of the game flow is simply not worth it. The direction is to at least make sure that they can clutch save people (Monsoon, Wish, Crescendo) but not have them undo non-burst damage easily.

Healing needs to be weaker than damage, over time, but can have strong bursts. Summoner Heal/Wish Baits are good examples of healthy heals, because you're not going to be topping off Graves with that, but you can save him if he almost dies - the healer feels epic, the benefactor is grateful, and the enemies can capitalize on the long cooldown/opportunity cost.

Right now, Soraka does both of these. We're going to make it so eventually, she can run out of mana and the enemy can seize the advantage. Sona's problem is actually not really her heal right now (that's about as balanced as it can be on that character).

This is the core design problem with not heal spells, but dedicated healers. If someone's only job is to heal, it will ruin the game if it's really satisfying. Instead, in most cases, support characters can heal if they can also do other things, and they're not only about red bars going up. There's still no team-based PvP game I can think of where this is not true.
Question, Morello. You've mentioned that you guys will "ramping up" a couple of things on Soraka, presumably in recompense for the hit(s) she'll be taking from the fix(es) to her infinite sustain. Do these positive changes constitute small buffs to the numbers on her healing (i.e. this matter is purely number-tweaking on HP gain over time from Astral Blessing and MP gain over time from Infuse), or do they affect or are they otherwise aimed at other aspects of her kit (e.g. damage, silence)?

WARNING: REST IS TL;DR

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I don't see how you would change Infuse other than dialing down the mana restoration to Soraka. Since the issue is infinite sustain, the restoration to allies is beside the point. The cooldown is difficult to adjust without touching the silence, as well.

Increased CD on Infuse means that Soraka has a harder time protecting her laning teammate from that AD/tank kill lane (or, God forbid, a double-stun lane). Increasing the silence wouldn't be good - it's already 1.5s at LV1, 2.5s at LV5. Any longer during early game, and it becomes a ridiculous zoning tool; any longer during late game, and you'll be shutting down a caster for the majority of the duration of skirmishes and teamfights (2.5s is already crucial for casters like Brand, shuts down DPS and escapes for assassins like Talon, and with some teamwork can lead to instagibbing characters like Annie).

Decreased CD alone on Infuse should be out of the question (closer to permasilence you get, the less healthy the ability). Decreased CD and silence on Infuse, however, would lead to a mini-silence, which would be of no use to a support character during laning phase. Interrupting a channeled ability, which is all it'd be good for at that point, is more useful later in teamfights, whereas the only use in laning phase would be for notable exceptions such as Jungle Fiddle's Crowstorm which you usually wouldn't see coming to begin with.

Upping the damage component on Infuse wouldn't be good, either - while it'd make for a better poking tool, it's already easy enough to inadvertently killsteal when you're trying to shut down an escape. Taking the kill gold when you should have taken the assist gold only puts your carries and damage dealers behind.

Since I can't see how you'd "ramp up" anything on Infuse, and I agree with you on how Wish is in a healthy, clutch spot right now (ignoring the cheese factor of popping it for assists across the map; I don't want to hear that alternative means of gaining gold is bad when we're stuck in a 0cs-gp10-support meta), the only feasible positive change I can see, outside of Astral Blessing heading towards either a burst or more-frequent-small-heals extreme, would be to increase her damage output. That would mean either a rework of her autoattack or a buff to Starcall. You seem to be hinting at this, but I'd rather read it in English than in Phreakese.

Has her autoattack been reworked? Has Starcall been buffed? Or, again, is this just tweaking-the-numbers-on-sustain?

 
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McThump ?? Member
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02-10-2012

So i perused all the red posts in here aka Morello's and Phreak +1'ing tons of dmg. And i get the impression that Morello thinks no one can die as long as Soraka is around, just because she has infinite mana. I understand that Sona's power no longer comes from her sustain, it's more that she is a kill lane doubled with a healer. She does great, dare i say tons of, damage early on and has a strong hard cc that can lock down both the desired target AD and the support to prevent a heal.

I was about 1200 elo last season, I'm about 1400 elo this season, while I have gotten better across the board, my climb was largely a result of my playing and aggressive Soraka. I maxed R>E>W>Q w/o taking a point in q until 13 and I STILL ran the risk of going oom because i wanted to push E to harass, since I knew my advantage was the limited healing capabilities on the enemy team. Having unlimited mana isn't making Soraka OP (was she ever even picked in last major tourney?) its what makes her unique. If she loses this, I will be devastated, she is my favorite support, and pushing E to get mana for me is a last resort, but i still think this will ruin her.

 
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Bergtau ?? Senior Member
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02-10-2012

Quote:
Originally Posted by Kanaryuu View Post
by that logic, all summoners should be removed.
Clarity should be removed because if you overuse your mana and become usless, you can regain it.
Teleport should be removed because your out of posision for a dragon fight or a gank, so you make up for that mistake by teleporting there.
Surge should be removed, because your weaker then you should be, so you used surge to make up for the lack of power to become stronger,
Revive should be removed because you died, you got caught, you shouldn't be allowed to come back alive,
CV should be removed because you dont have a ward there, you should have the vision of that area, you lost it, its your fault.
Smite should be removed, because it does free damage to a monster that you didn't have.
Ignite should be removed, because it offers healing reduction and free damage, you should of brought the item to reduce the healing instead of using ignite,

What are you talking about? I'm not saying that heal is bad because it gives you something you didn't have before. Not only is your argument a fallacy, it's not even about something that I'm arguing.
Quote:

If someone uses there long ass CD to stay alive, and it gives them the "Free get away" card, then that's how it is used, it's not wrong, they picked that spell, which is available to everyone,the summoner spell heal, promoted more aggressive play then defensive play,
If someone is running away because they got caught, because they we're dumb, and have to use summoner spell to themselves alive. it means they have no otherway to keep themself alive, take advantage of it, there a spell down, you are not, you now have the advantage,

Its the same as when someone ganks a lane, they make them lose flash, they know the next gank they do, they get the kill,
Every character has 2 spells, they can use, they have a Massive impact on the game, thus they come with 1minute+ cooldown, making your enemy use them while you do not, is part of the gameplay to win, If you know there smite is down, you know you have the advantage to baron/dragon/buffs.
If you know there heal is down, you know you have the advantage of having whatever spell you picked instead of heal,
If they used there flash, you know there out of escape moves,
Flash was designed to be an aggressive skill, its used offensively and defensively, does it make the skill bad? no its been balanced around both and is now used as both.
(how many times in a tournament do you see skarner and maokai use flash and grab/root to get a kill?) the skill is working as intended but is also used in otherways too,
I'm aware of how summoner spells work and their impact on the game. I don't find there to be a problem with flash. I was making the comparison with flash because of the arguments that were made about flash when it was being nerfed. Flash has a very similar function to flash when used defensively in that they both happen instantly. Flash differs from heal in that it changes your positioning, not your health bar. Both can be used very similarly offensively as well in that you do something aggressive knowing you can get out.

They also have some different uses. Heal can be used to heal up after an engagement while flash can be used to close a gap while chasing. You can't heal-stun and you can't flash-sustain.

My problems are that the extra use of heal creates passivity more often than not and that it is more often that heal is used defensively in the "oh ****" moment. While it does happen with other summoners, I find it to occur with heal much more often.

Quote:
Heal is used for "heal baiting" just as much as its used as a "oh **** can i stay alive if i use it" button,
Not from my experience.

 
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SanDaru ?? Member
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02-10-2012

Quote:
Originally Posted by Gentlemane View Post
That's the proof you are a badgeless noob... everyone knows the game revolves around HATS!
Maybe he is just poor and Irish? I didn't get my first hat until like Trading was enabled and I had been racking up tons of hours since beta @@

 
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chumbler ?? Senior Member
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02-10-2012

Quote:
Originally Posted by Searbreon View Post
@morello

I love playing supports. My favorite is Janna, but when the AD carry that im supporting isnt my friend they tend to get harassed a lot more than Janna's shield can do. I've found her lack of sustain to have slightly pushed her out of the meta especially when there is a support like Sona or Alistar that have decent sustain with mass CC.

I thought about it a little and tell me what you think of this: Give Janna's shield an increased HP regen for whoever she throws it on. That way it isn't a straight up heal(which would make Janna extremely OP) but it still gives her sustain so she and her AD carry cant get harrassed out of lane as easily. Also another possibility to keep the HP regen sustain from outlasting the poke from the enemy is to attach it to the shield so if the shield gets harrassed down so does the HP regen buff
You seem to have missed the part where sustain is something they're trying to get rid of. Also Janna is probably the best designed support and one of the best designed champions in the game. She's what supports should be like.

Also, to the guys above comparing flash and heal, flash is much, much, much worse for the game than heal is, but Riot will never do what is needed (remove flash) because it would be "Too disruptive."

 
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Kanaryuu ?? Senior Member
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02-10-2012

Quote:
Originally Posted by Bergtau View Post
What are you talking about? I'm not saying that heal is bad because it gives you something you didn't have before. Not only is your argument a fallacy, it's not even about something that I'm arguing.


I'm aware of how summoner spells work and their impact on the game. I don't find there to be a problem with flash. I was making the comparison with flash because of the arguments that were made about flash when it was being nerfed. Flash has a very similar function to flash when used defensively in that they both happen instantly. Flash differs from heal in that it changes your positioning, not your health bar. Both can be used very similarly offensively as well in that you do something aggressive knowing you can get out.

They also have some different uses. Heal can be used to heal up after an engagement while flash can be used to close a gap while chasing. You can't heal-stun and you can't flash-sustain.

My problems are that the extra use of heal creates passivity more often than not and that it is more often that heal is used defensively in the "oh ****" moment. While it does happen with other summoners, I find it to occur with heal much more often.



Not from my experience.


so what exactly are you arguing? i read your argument was that heal wasn't always used for heal baiting, but you say that's not your argument? i must have gotten lost some-ware, i Sorry.

If your argument wasn't that heal wasn't being used as a baiting tool, aka, aggressive play, what exactly was your argument?

because my summoner spell doesn't say anywhere it should be offensive or defensive, i see it used in both ways, i use it in both ways,

 
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Phreak Phreak's Avatar ?? Shoutcaster
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16 of 17 Riot Posts
02-10-2012

Quote:
Originally Posted by Masterwcer View Post
Nice to see you here to Phreak.

So what is your take on why the supports need to be nerfed again?
It's not "the supports." It's certain "supports". Some are defensive (Soraka), some are a mix (Taric, Janna), and some are all offense (Leona). I think it's okay to have a healthy mix of styles. The problem is, certain supports are just "best." Soraka/Sona, mostly.

We have the same with AD carries: Caitlyn and Urgot are big bullies, Kog'Maw just wants to farm. However, if any one AD carry is way too good (i.e. Graves since release), we nerf so that other AD carries can be relevant.

 
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Draygo Korvan ?? Senior Member
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02-10-2012

speaking of graves are you guys going to finally tone down his laning phase a bit? He essentially never runs out of mana in laning phase and I think thats his biggest tipping point in balance.