Can I drop another thread here for an suggestion for Sonas W?

It Is I Emoto··2 votes·553 views

W - Aria of Perseverance Mana

  • Mana cost adjusted to 60/70/80/90/100 from 80/85/90/95/100

Active

  • Heals 40/60/80/100/120(+0.3 AP) from 30/50/70/90/110(+0.25 AP)
  • REMOVED - Heal is increased by 0.5% per 1% missing health

Aura

  • AP ratio increased to 0.3 from 0.2
  • Shield duration increased to 2.5 seconds from 1.5 seconds
  • NEW - Shield strenght and duration is increased by 1% per 1% missing health
  • Shield strenght varies from 35/55/75/95/115(+0.3 AP) (10/20/40 Per Crescendo Rank) to 70/110/150/190/230(+0.6 AP)(20/40/80 Per Crescendo Rank)
  • Shield duration varies from 2.5 seconds to 5.0 seconds

So, instead of putting strenght into her heal, my suggestion is to put strenght into her shield, Making it to a bait maker at earlier levels wich also scales late to late game. Als putting in thought that shields are more important on low health targets than high health targets, it'll be much healthier for Sonas gameplay, even for being in the front row of most battles.

don't forget, the max values are working only for targets left with 1% health lets assume she casts her shield on a target with about 50%~ health and the w has 3 points and she has 1 point into crescendo the shield amount and duration would be; 112.5+5 = 117.5 points of health would be shielded and the duration would be 3.75 seconds. Janna as example shields at rank 3 160 health and scales with 0.7 ap and lasts 5 seconds Lulu shields the same amount, though she can shield up to 6 seconds Lux shields 130 health at rank 3 with an 0.35 ap ratio, though she can shield multiple targets Orianna shields as much as Lulu and Janna.

I personally think it would be fairly balanced. Opinions?

7 Comments

It Is I Emoto2 votes

bump. I feel weird if people down vote something without an reason.. I think it might sound too strong, but the max values only count for champions with extreme low health. Prolly, the mana cost might be too low at earlier ranks? but with 80 mana its way too high, isn't it?

GaleWinUnleashed1 votes

I believe the % missing health mechanic was added to the heal specifically to deter using it to top off your allies' health. It should probably be kept that way.

It Is I Emoto2 votes

It was added to not spam use it in lane. Yeah, it was neat pre-nerf, but after the nerf, her heal values got extremly weak. Though may I ask you how people can utlize an 1.5 second shield? other shields do their job much better than hers and using ardent censer as an excuse for it being great is dumb.

This suggestion should help Sona players to sustain through teamfights, mostly if she's forced to be in the front row.

Pika3101 votes

Except, even at max %, Sona's heal is still weaker than the 2nd lowest heal in the game: Nidalee at 45 base and higher scaling. It's literally useless for both topping-off AND clutch heals. In general, the skill is just blatantly useless all-around.

For the .5 to 1 ratio to actually be viable, Sona needs a base heal of 50 points. That means an ally down to half HP will still heal less than Nami, but an Ally below 20% will heal more than a fermented Bard shrine.

Vesarixx1 votes

I think the explanation at the time was that the ability to easily keep allies and herself at full health with it gave her too small of a window of weakness even vs all in lanes, which are her main counter. Really she is more of a poke lane with some sustain.

It Is I Emoto1 votes

Bump

Pika3101 votes

Good suggestion, I like it. Regardless, it still needs more range to actually be usable. 350 units is absurdly low, unprecedentedly lower than any other supports' skills by a wide margin. Couple those W improvements with double or more range and it'll actually be usable... assuming her cooldowns get returned to their real value.

More from Gameplay

More by It Is I Emoto