Talk:Soraka/@comment-5172617-20140925121833/@comment-1905446-20140925144035

I like W>Q>E for levels 1-3, and then upgrading with R>W>E>Q. Being able to spam that heal and get a significant amount back when your opponents stand near each other is honestly a bit too strong. Interestingly, I don't see much point in upgrading CDR to max with her new kit, as the reason she did it before was for more spammable heals. A little is still nice, but there's no need to shoot for a round 40%. Focusing on tankiness is even better on her now in the laning phase, though her self-heal is huge enough in teamfights that it doesn't seem as important late. She doesn't have to stand in the middle of the enemy team anymore after all.

It's stated here that she only gets health from up to two enemies with Starcall. I think it might balance the spell better if she got something like 50%/25%/12.5%/12.5% of the effect from the first champion for champions 2-5 hit rather than capping at an easy 2.

I think she plays a bit like a slightly stronger (in some situations) Karma now, with the risk of suiciding via heals balancing this out. Raka's root is definitely harder to land than Karma's, but it's an amazing disengage since it covers almost half a lane. The heal on Starcall may need a minor nerf, but I think everything else is pretty well balanced. Equinox and Starcall's ranges may need a tiny nerf as well since you're able to poke champions standing just behind their tower from outside tower range with Equinox. 850-900 range should be plenty for big area AoE spells like those.

Something that feels like a bug is Starcall having a projectile speed that centers on Soraka rather than a flat delay/cast time. It really doesn't make sense even if it's intended behavior, especially if Yasuo's Wind Wall blocks it.

Overall, I think Soraka feels better with the update. The frustration of chasing someone across half the map to heal them is gone, as is the awkward front line tank strategy the old Starcall necessitated.