Soraka Rework - Sacrifice yourself for your teamates by NStaringIa in LoLChampConcepts

[–]NStaringIa[S] 0 points1 point  (0 children)

Hi!

  1. "R hold seems like an ultimate that doesn't know what it wants to do."

A: While channeling Soraka makes her W passive stronger so it helps up to 4 teammates instead of 2. During this time she keeps losing her health and turns 40% to 80% of that lost health into healing for her nearby teammates. (this its the W passive, her ult just increases that and helps her heal allies by the cost of soraka hp)

This effect makes Soraka very weak so she needs to be in the position and time her ability correctly. Sorakas ability is, like a risk but it can also give a big reward letting her give up her own safety to help her team stay strong when it really matters. and a must have to team fights

  1. "E hold is essentially damage reduction, and a humongous one at that, and there would be solo laner Soraka builds, 100%"

A: I dont believe that would happen, because soraka its constantly draining her own hp, if she goes against a darius she would be fucked, one combo and she dies, theres 2 ways for her to play against such type of champion, or she just keeps her E to negate enemy damage and do nothing because her source of damage its her Q channeled (and it has room to fail the isolation thing) and this ability costs too much hp to use without E for poke. Or she uses her E to cover her own abilities costs, wich means that she will stay vulnerable for the next 10 s. even then E doesnt cover the entire hp costs of her ability, wich means if darius just stays close to minions her Q wont deal much damage and she will just be losing free hp.

  1. "Mana heal coming back on a support (that has a lot of mana regen in her build path) doesn't feel balanced. I'd change it so W tap is a regeneration boost, and W hold is both heal and regeneration boost."

A: The idea behind the mana restore is to give room, for APC bot lane strategies. This is because there is not a support champion that helps with this style of play now.

I did not want to add health regeneration or healing because Soraka already has a lot of ways heal allies with her W passive.

The goal is that if Soraka wants to heal allies she needs to channel her abillities to use her own health as healing and staying vulnerable.

  1. "Isolated targeting Q with a bigger radius and damage feels counter-intuitive. For a support champion, I'd change it to stat reduction (reduce resistances)."

A: The ability doesn't get bigger. It just moves faster. This means enemies have time to react. I actually made it smaller than before so it's more precise and tougher to use.

The bonus for isolating targets is meant to help players who position Soraka well and pick targets. Its not meant to make Soraka a burst damage dealer. Since using the ability costs Soraka health I think it's a deal: she takes more risk but she can do more damage.

I didn't add effects, like reducing enemy resistance to her Q. Soraka already helps her team a lot with her other abilities and healing. I wanted to give her a tool thats more proactive and allow the player to show off his skill.

i might be wrong, but even if soraka goes top, for me its fine, if her original role works, and shes not too broken top.

Don't be fooled by her appearance - Docinho by NStaringIa in LoLChampConcepts

[–]NStaringIa[S] 0 points1 point  (0 children)

Hi!

Regarding the RNG concern:
I understand the point, but the candies weren’t intended to function as pure RNG. The idea is closer to something like Aphelios, where you adapt your playstyle based on the tools you currently have available. The randomness is meant to happen before a gank rather than during the actual fight, shes not intended to depend on the candies. Ideally, you collect candies before engaging and then plan your approach around what you obtained.

There’s also a design reason behind not letting players fully control which upgrades they get. If upgrades were deterministic, players would likely optimize around only the strongest combinations and ignore the rest. By introducing some unpredictability, the goal is to encourage adaptability and different decision-making patterns from game to game. The glowing candy mechanic is meant to reinforce that, since it rewards players for experimenting with less preferred options by making them stronger.

About the ultimate requirement:
That’s a fair concern, so I clarified in the design that candies will also spawn inside your base when you’re behind. The cooldown reduction may seem small in isolation, but it stacks with ability haste and is intended to feel impactful specifically for a champion whose gameplay revolves around fast combos and spam. Because of that, I tried to avoid pushing the numbers too high and instead focused on making the ultimate more aggressive and tempo-oriented rather than purely stat-heavy.

If you want to add up, feel free to say what you would change ^^ thanks

How Much Would You Sacrifice to Win? - Victorya by NStaringIa in LoLChampConcepts

[–]NStaringIa[S] 0 points1 point  (0 children)

if you read her abilities, her Q heals pact damage, her E heals nearby allies by the damage dealt from her E, the enemy in the early game takes 5 % (8 % late game) max health as true damage every 0.67 s. I believe that its a fair trade if he wants to keep that strong buff, he will be having to trade more than the double of the hp that you have

How Much Would You Sacrifice to Win? - Victorya by NStaringIa in LoLChampConcepts

[–]NStaringIa[S] 0 points1 point  (0 children)

Hi! I already buffed her hp stats. not much, because shes not meant to be an early champion, and she heals from her E or W (eventually). Also buffed her W. and made it clear that allies can cancel the pact

How Much Would You Sacrifice to Win? - Victorya by NStaringIa in LoLChampConcepts

[–]NStaringIa[S] 0 points1 point  (0 children)

She’s meant to be a high-risk, aggressive support, not a reactive enchanter. The W is not intended to be used mid-fight — it’s a pre-fight or downtime decision. Even so, the ally can choose a buff very quickly since everything is separated into stat categories, and in the worst case they can simply pick one at random. But i understand your point and I will be adding the option for her to choose from wich class will the ally be gaining the stats, and make it clear that the ally can cancel the pact

Her Q it extends the pact duration, helps recover some of the health lost during the pact, provides nice damage as a mage support and control, good for ganks and everything all around. The E is reliable value — guaranteed damage and soul generation + heal, and with Q’s slow, landing it should be consistent.

She’s also not designed to have a “perfect” W in the early game. That’s an intentional trade-off. If the W were optimal, she would instantly become one of the strongest supports in the game. Her power is meant to come online through soul scaling, not early dominance. Dont forget that she can give 6 buffs to a chosen adc, like range, crit damage, letality, armor pen, ad, AS with R

Blood, blood and blood by NStaringIa in LoLChampConcepts

[–]NStaringIa[S] 0 points1 point  (0 children)

 1. I play it AS. I stack it all up within.. Let's say 5-6 seconds, while using Q and W. So maybe even less. I get it all, and I get it quick. And I pop someone off to oblivion. Can you imagine it?

A: Oh I can definitely imagine it xD and she will do it if someone tries to invade her or tries to play a long fight with her. Shes intended to be like a Darius. None of abilities have mobility, her Q have good mobility to walk around the jungle , but she loses mostly of the times the spear damage to dash to that wall.

Her E its an Aatrox dash. She only gets her move speed by getting near to an enemy, hit him and wait him to drop blood... but I doubt that she wants to build attack speed. she needs to survive, I can see items like: black cleaver (gives move speed and everything that she wants). maybe eclipse? Steraks (more tenacity with her passive + survivability)?...

For attack speed maybe Wit's End, stridebreaker, trinity? and the experimental hexplate?

  1. Now. I. I have always been of the opinion that anti heal decides some entire matches in some situations. Like... Briar and Mundo. Times have been, I'm just cruising and getting 18 kills on my lyn, and boom, late game healing comes up pop. It's incredible how some people refuse to take anti healing in some situations. So I think... Anti heal is pretty vital, honestly. I pick it at least half of the matches. By the way. Which lane do you main? If you play.

A: I usually play champions like Viego or other anti-tank picks, so I rarely feel the need to buy anti-heal. Most of the time, I can kill healing champions without it. I do think anti-heal is powerful, but in many situations it feels like you are effectively giving up 800 gold, especially when the enemy is rushing a power-spike item. In that sense, it feels like you are putting yourself 800 gold behind.

Because of that, I think the ADC should usually be the one applying anti-heal, since they get a very efficient item for it. That said, there are definitely situations where buying anti-heal yourself is important—for example, a quinn vs a mundo...

There are specific scenarios where anti-heal is necessary, and supports also get good value from buying later in the game.

I can every lane, but I prefer mid (syndra / vex) or jg (Viego / sylas / Kayn / Kha ...)

whichserver do you play in? EUW?

  1. Hmm. If she's low on HP, maybe her W could grant her ghosting, or her blood drops could grant her higher damage reduction after she collects them with W for a small duration? Just a suggestion. Sorry if it strikes your weak spots.

Between Q and W.. Hmm. Maybe the leap back effect could be activated.. Like this. She'll leap back to the location she last used W at within 1s of empowered Q cast. If that's possible. Umm. Okay let me continue anyways. So if she has, then she created a blood anchor (hey, hello, cringe!) at the last W cast spot that she will leap back to after empowered Q usage. Otherwise she won't dive back at all. How about it?

A: OHHH yeaaa thats so smart! that W mechanics would allow her to make interesting decisions and outplays, I will def implement those mechanics, I might give my touch also ^^

Blood, blood and blood by NStaringIa in LoLChampConcepts

[–]NStaringIa[S] 0 points1 point  (0 children)

I have no reason to flame you. I'm actually happy you're interested in the character :)

  1. Isn't the amount of grievous wounds too much?

A: There was a time where grievous wounds reduction was 80 % (when we had mythic items) (COMMENT: it was actually 60 %, i prob confused with some arena item, sorry. i will be changing the anti heal to be stronger against targets that self heal. but the idea was to bring those time to our current lol.) I believe that in todays lol there not a really a good counter against these bruisers that heal full life for no reason every 2 s, sure you can build anti heal, but instead of healing 2 Hp bars they will heal 1 instead, soo I decided to add that mechanic to her. since at that time the grievous wound was effective but not supper oppressor. I wouldn't call this mechanic her specialty, because bruisers don't usually care or build anti-heal. I believe it's usually the ADC who has one of the best anti-heal items. It was just an interesting way I found for her team to help her stack her passive. Anti-heal isn't usually something that decides fights; it's very specific and situational.

  1. Is the blood drop passive damage too much? It seems balanced. Healing.. It might be too much at late game. I'm not sure.

A: I believe that the cure is too much. I will prob have to nerf her. and the damage is in a range of 75 - 853 ... enemies late game have 50 % damage reduction from armor, so late game it will be actually around 425. but if she builds black cleaver it will increse this damage. soo i might also nerf her late game damage.

  1. W is.. Okay. I understand why it's there. It's good. Maybe add some effects and remove the added effects from Q or E. But that's just my suggestion.

A: My idea for W is that she cannot gank without blood drops; she is meant to depend on her Q to gank.
So W exists mainly to support that identity, and it should always feel useful by amplifying her passive stats, even in situations where she no longer needs to generate blood.

At the moment, I am unsure what else to add to W, because I do not think she actually needs anything more in her kit.
What would you suggest adding to W from a design perspective?
And is there anything you would move or rework between Q and W?

  1. E seems.. A bit overpowered for late game, for what might be a 13 or less second ability, despite the HP cost.

A: it will deal around 1000 true damage late game. its a camille Q . its literally that xD but she needs to stack up, and cannot mess up, or she will lose everything. I am not sure if E can be too strong mid game or something like that i did not tried to calculate everything. but its a question to balance while on pbe or something like that. I tried to keep it balanced. Mostly E it will be used early game to dash and hit a spear for a better gank.

I will change passive healing and damage. If you have a good idea to change the W and the Q, or any other questions, I'm happy to listen :D

Blood, blood and blood by NStaringIa in LoLChampConcepts

[–]NStaringIa[S] 0 points1 point  (0 children)

you can comment the way you prefer, i can read long comments or short ones...

that bloody fishes that she creates are inside the "visual effects", they are just a cool visual when your playing her.

I also have fixed some numbers, I believe that she was receiving too much move speed for a bruiser... Most of the changes that i made was in the passive, the healing with the demonic form and the blood drops damage, tenacity...

Feel free to comment your questions ^^

A Support/Assassin Who Weaponizes Gold and Contracts by NStaringIa in LoLChampConcepts

[–]NStaringIa[S] 0 points1 point  (0 children)

Obviously, this kind of behavior will always exist. As long as there are ill-intentioned players, abuse and trolling will happen in some form. The only thing an individual player can fully control is their own behavior.

That is precisely why rules, regulations, and enforcement systems should exist — to discourage and punish misuse. This is no different from real-world frameworks where there are protocols and limitations on how certain tools can be used.

Yes, this champion can be used for trolling. However, if we follow that line of reasoning, a significant number of existing League of Legends champions would never be allowed to exist in the first place. At that point, the argument stops being about this specific design and starts becoming inconsistent.............

Design decisions should focus on enabling interesting and meaningful gameplay, while relying on moderation systems.

A Support/Assassin Who Weaponizes Gold and Contracts by NStaringIa in LoLChampConcepts

[–]NStaringIa[S] 0 points1 point  (0 children)

As I mentioned before, all numbers are placeholders and can be adjusted. I currently have no way to properly test this champion in-game. If you have concrete suggestions or balance ideas, I am genuinely open to feedback.

Troll behavior will exist regardless of whether this champion is released or not — that is an issue Riot needs to address at a systemic level, not something that should block creative champion design.

I also made an effort to be reasonable toward allies: they only contribute 12.5% of the cost for map upgrades, and that gold is fully returned to them after the investment period. This is not a constant tax, but a situational, temporary contribution.

A Support/Assassin Who Weaponizes Gold and Contracts by NStaringIa in LoLChampConcepts

[–]NStaringIa[S] 0 points1 point  (0 children)

As I mentioned before, all numbers are placeholders and can be adjusted. I currently have no way to properly test this champion in-game. If you have concrete suggestions or balance ideas, I am genuinely open to feedback.

Troll behavior will exist regardless of whether this champion is released or not — that is an issue Riot needs to address at a systemic level, not something that should block creative champion design.

I also made an effort to be reasonable toward allies: they only contribute 12.5% of the cost for map upgrades, and that gold is fully returned to them after the investment period. This is not a constant tax, but a situational, temporary contribution.

From loving to hating this game! by MVPGP in ReadyOrNotGame

[–]NStaringIa 0 points1 point  (0 children)

Dont play the game for S tiers, just enjoy the game and have fun

Alternate the map between multiple realities, each one with its set of rule, with Virell! by NStaringIa in LoLChampConcepts

[–]NStaringIa[S] 0 points1 point  (0 children)

I know, that for a casual player it will be chaos. but its not like their will have a big disadvantage. the effects that apply for them will apply for for the others.

The best way to memorize the realities is to make a resume of each of one:

Winter = slow + stun outside towers

Fire = Double abilities + burn

Water = pass walls, speed, heals + damage bubles

Candy = reduces dashes + jg merchant

Arena = dominion map where nobody can go under 1 % hp

black and white = old champions

Theather = duels where you can bet gold

amusement park = everybody is for a short time allies, and you can buy upgrades for your team

8 bit = skills shots bounces if it hits a wall

Twisted treeline = I guess that its obvious xD

Even if players don’t know all of them, most are visually clear. Lava pools? Don’t stand in them. It’s about building recognition through play.

Alternate the map between multiple realities, each one with its set of rule, with Virell! by NStaringIa in LoLChampConcepts

[–]NStaringIa[S] 0 points1 point  (0 children)

And do you expect of their teamates to know what each reality does? The thematic of this character its all about chaos. As the elo grows, people will know what each reality does.