Been a while since we've had a real Sona discussion
With the new Sona skin coming out, I've been thinking about Sona again, while trying to decide if I want to get the skin. I don't really play her much anymore unless it's a featured game mode and I want to abuse how her kit works now to get an icon or something. But my thoughts drifted back to her rework.
Basically The rework has failed to accomplish every stated goal, and created even more problems. It has done this while removing a unique kit that was enjoyed all in the name of making it more fun. Sadly enough, despite her players being happy with her kit, and enjoying it's unique offerings, these players were told that it wasn't enough, and her play was changed despite negative feedback and dissatisfaction. If it were a trope it would be called Implied Enjoyment, because players were told it was more fun, despite them not finding the enjoyment over the old kit.
The stated goals for the gameplay changes:
- Make her kit more rewarding and fun
- Improve her high moments
- Increase engagement and interaction
- Reduce time allies are effected by her abilities, creating exploitable moments of opportunity for enemies
I already touched on number 1 in that the removal of a playstyle for one that is very different, especially when removing the only choice in that old playstyle, doesn't make the kit more rewarding or fun, it makes it a different entity. People may find the new entity enjoyable, but when it comes at the expense of something else it's immediately off-putting. "I'd like chocolate ice cream please" "Sorry sir, we removed chocolate because we feel that butterscotch would be a more enjoyable ice cream for our patrons" "I butterscotch can be good, yes, but I would like chocolate why not have both?" "We saw a unique opportunity to make chocolate more rewarding and enjoyable; so we changed it to butterscotch"
With number two, her high points already existed, and didn't change from the previous kit. However, they are no longer appropriately segregated. Transitioning to the issue with goal three, no new actions or opportunities were created, instead she was allowed to perform all of her strong actions regardless of whether she was solo lane or support.
With number three, they moved much of her flat utility into scaling, and converted her aura effects into actives. This was done in the attempt to create new high moments by giving Sona more condensed effects, but it also created a separate issue. The static effects that were removed for intermittent effects were her flat utility. When I say flat utility, I mean something that is not gold dependent. Think a Jana tornado or CC like you'd find with Thresh/Blitz/Naut/Leona. She lost a ton of base effects, and it was moved to scaling. This made AP the build for Sona, regardless of where she is. She got both her mage damage and support utility no matter where she was, once she got gold to spend.
She became gold-dependent, but couldn't her old effects at base, which is not a good trait for a support. It was mitigated by the gold-gen items making supports surprisingly well off in solo-queue, so she could scale above her old utility, but it was a non-starter in pro play where rotations and roams by supports are key, and without the flat utility, she has little to offer in them. Also because her passive stance effects were replaced with active PBAoEs she lost the safe fall back she had in her laning phase, meaning that she couldn't even offer a safe stall lane like you would see now when pros play an Ezrael, Soraka, or Jana.
Her moments of opportunity goal is the one that stings the most. While this one could be claimed a success, it was the one that changed what she was as a champion. In the early game she lost her ability to influence without spending mana. She no longer had the ability to look at the lane and decide if she was going to help farm with Q, or did she need to mitigate harass with W, and it really hurt the feel of the champion as well as her options. Now you max Q. The extent of her build decisions now is whether you need E at level 4 or 8? Which is usually 8. A champ that had two distinct and separate build paths (mage and support), with options within each, got homogenized in all roles and builds.
Worst of all, and not related to goals, but is a consequence of compounded bad decisions is: she can't be strong. When this Sona is strong, her utility scales past her old utility, and she has her AP burst mage damage at the same time, because both scale with AP. While her base utility is lower, her scaling utility ceiling is higher, and because both her damage and utility are tied to the same stat, she becomes a disgusting monster when her effects are strong. This is something we saw immediately after her rework, and has popped up from time to time due to item and meta changes which results in her getting nerfed. Despite this, even when she's disgusting, she's only viable in solo queue, and is unsuited in coordinated play as a support while the base utility of non-support champs like Trundle and Poppy exceed hers to the point where they're viable as support or solo laners both in solo queue and pro play.
It's been frustrating as there really has been little actual discussion on Sona, and any attempt to discuss her must be predicated by an acceptance of the rework, and moving from the rework forward. There is no willingness to discuss whether she and the game were better off pre-rework. I would really like to see her made healthier and more to what she was, with the unique kit that brought something to the table that no other option had, and now no option has. Right now however, her kit is unbalanceable, unhealthy, and missing the feel that Sona's old kit offered.
It also doesn't seem like that's ever going to be fixed.