Sona: a horde of issues.

only zhule··3 votes·629 views

So just tried her again and once more run into the same issues. She is way to slow for a champion that needs to be ducking in and out of combat; she lacks high damage to pressure a lane; so much of her power only shows AFTER you max out your CDR; And everyone's favorite issue "HER SUPPORT RANGE IS WAY TO SMALL"

So let's go through these real quick. For a champion who's thing (I think) is to pop in and out of combat/ be super mobile around the battle field helping her allies, Sona is REALLY slow, like insanely slow for a champion without gap clear. How are you expected to do next to anything if you can't run down or run away from people? I'm all for punishing bad positioning, but this is insane you literally can't escape anyone if you don't have your ultimate up. And you need to finish targets off or else they simply outrun you so chasing is pointless 95% of the time.

She lacks high damage, don't let anyone lie to you that this is not the case. She DOES have pretty constant damage, in that she can and often will poke enemies 4-5 times a minute. While nice in some ways it does often mean that she is predictable. If a Sona is poking you a lot, chances are she is going to keep trying to poke you. Play tiny bit safe, don't stand near unwarded bushes she could be in, and BOOM you have defeated her damage output. Even her late game damage isn't amazing (even with a full mage burst itemization). She doesn't do enough to 100-0 you, so if you can survive the first burst you can often just counter blast her.

Sona i think is probably the prime example of a champion who is just BAD without CDR. Many characters aren't great without it sure, but i can't think of any other that really just feels bad to play until you get like 30% or more CDR. Her damage spell might be in a fine place, but for how lack luster the other bonuses are, they sure make you really wait a long time for each of them.

And now we come to the biggest issue her support range. Let's not lie to ourselves 350 range is horrible for a support skill. it is down right unacceptable that a character designed to function only in a support role, should have all of their support skills with 350 range. I would not even expect a tank based support to have this low of range to active their abilities. So why is one of the most fragile characters expected to do this? Why is that character expected to do it with low mobility AND bad cooldowns? Why create a support character who is bad in the early game?

For those who are going to mention her win rate (50% +), please also remember that she has a 3% play rate. So of the very very few players who use her, they tend to basically coin flip between losing and winning. For reference we have someone like Thresh who has around the same % win rate, but sees a 40% play rate.

I will admit i don't know how the preseason changes will effect her, but right now i don't have high hopes that Sona will get the love and attention she needs to move back into a viable spot in the meta game.

4 Comments

Aeolian Melodies2 votes

I'll let you in on a dirty little secret.

Riot does not want Sona to be viable. Ever. They always loathed her. When she was viable they worked very hard to get her out of that spot.

only zhule1 votes

[{quoted}](name=Aeolian Melodies,realm=NA,application-id=3ErqAdtq,discussion-id=EQy8bJQM,comment-id=0000,timestamp=2015-11-10T03:14:56.594+0000)

I'll let you in on a dirty little secret.

Riot does not want Sona to be viable. Ever. They always loathed her. When she was viable they worked very hard to get her out of that spot.

Perhaps. I think they just have no idea how to actually balance a champion who's purpose is suppose to be making their team stronger. You don't want it to be "i exist thus my team is stronger" But you also don't want "if i play 99% perfect, my team has a 1% chance higher rate of winning. If i play under 85% perfect my team has a 50% higher chance to lose"

Aeolian Melodies1 votes

[{quoted}](name=only zhule,realm=NA,application-id=3ErqAdtq,discussion-id=EQy8bJQM,comment-id=00000000,timestamp=2015-11-10T03:22:07.141+0000)

Perhaps. I think they just have no idea how to actually balance a champion who's purpose is suppose to be making their team stronger. You don't want it to be "i exist thus my team is stronger" But you also don't want "if i play 99% perfect, my team has a 1% chance higher rate of winning. If i play under 85% perfect my team has a 50% higher chance to lose"

Janna, Nami and Lulu all have that very same purpose of making their teammates stronger, and they're all balanced.

Surprisingly enough (I was very skeptical with the rework), to me her aura range isn't a real issue. In team fights it's rather easy to tag multiple allies with it especially with the E self-buff. I find that (paradoxically for a champion whose kit used to be so strong in lane) it's in the laning phase that it's harder to tag your ally, especially with Q because you tend to go at the front to poke, and because you don't have other allies to extent the duration the aura often fades before the ADC is tagged (or you tag him but he had already targeted a creep and there goes your empowered AA).

Riot hates her poke-sustain identity. They don't want a champion to poke well AND sustain well. However, that gameplay and style are so core to her that they won't remove it. What they can do is make it suck ass though.

Tbh I don't think Sona is nearly as problematic as many people claim she is. I think she is stronger as a champion than the meta shows. The main reason why you think your poke sucks is because you're constantly laning against a tank support packing item 3302 (this fucking item is the death of an entire class by itself, thx Riot). If you get matched against Bard , Janna, Karma , Lulu , Morgana , Nami , Sona , Thresh , Zyra , finally you hit like a truck again. (didn't put Annie because she wrecks Sona, didn't put Soraka because while you hit her lane like a truck her sustain makes it irrelevant)

If Riot finally stops jerking off to tank supports and their #LCSbigplays, Sona and other poke supports become a thing again.

Her main issues

  • Crescendo isn't available to her often enough for what it does compared to other champions' ults, AND has no business imo holding a part of her QWE power (being level dependent is bad for a support)
  • Q's buff doesn't affect towers and can be wasted on lane creeps (Sona actually lost a lot of pushing power with the rework)
  • W is a mana sink and is never an option to be maxed first (as opposed to Nami and Janna who both max their shield/heal first with no impact to their trading power)
  • E completely sucks balls at being leveled up (1% per rank, woooh...)
  • She is and feels so stupidly slow even with item 3117
  • A lot of her power actually comes with item 3504 which is an underrated item, doesn't even show up in team chat when you buy it, anddddddddddddd... it's invisibru power!

Perhaps what she desires is in the new mastery tree. I've seen masteries that make heals and shields stronger, maybe with that one W doesn't completely blow anymore pre-rank 5.

only zhule1 votes

[{quoted}](name=Aeolian Melodies,realm=NA,application-id=3ErqAdtq,discussion-id=EQy8bJQM,comment-id=000000000000,timestamp=2015-11-10T04:04:20.223+0000)

Janna, Nami and Lulu all have that very same purpose of making their teammates stronger, and they're all balanced.

Surprisingly enough (I was very skeptical with the rework), to me her aura range isn't a real issue. In team fights it's rather easy to tag multiple allies with it especially with the E self-buff. I find that (paradoxically for a champion whose kit used to be so strong in lane) it's in the laning phase that it's harder to tag your ally, especially with Q because you tend to go at the front to poke, and because you don't have other allies to extent the duration the aura often fades before the ADC is tagged (or you tag him but he had already targeted a creep and there goes your empowered AA).

Riot hates her poke-sustain identity. They don't want a champion to poke well AND sustain well. However, that gameplay and style are so core to her that they won't remove it. What they can do is make it suck ass though.

Tbh I don't think Sona is nearly as problematic as many people claim she is. I think she is stronger as a champion than the meta shows. The main reason why you think your poke sucks is because you're constantly laning against a tank support packing item 3302 (this fucking item is the death of an entire class by itself, thx Riot). If you get matched against Bard , Janna, Karma , Lulu , Morgana , Nami , Sona , Thresh , Zyra , finally you hit like a truck again. (didn't put Annie because she wrecks Sona, didn't put Soraka because while you hit her lane like a truck her sustain makes it irrelevant)

If Riot finally stops jerking off to tank supports and their #LCSbigplays, Sona and other poke supports become a thing again.

Her main issues

  • Crescendo isn't available to her often enough for what it does compared to other champions' ults, AND has no business imo holding a part of her QWE power (being level dependent is bad for a support)
  • Q's buff doesn't affect towers and can be wasted on lane creeps (Sona actually lost a lot of pushing power with the rework)
  • W is a mana sink and is never an option to be maxed first (as opposed to Nami and Janna who both max their shield/heal first with no impact to their trading power)
  • E completely sucks balls at being leveled up (1% per rank, woooh...)
  • She is and feels so stupidly slow even with item 3117
  • A lot of her power actually comes with item 3504 which is an underrated item, doesn't even show up in team chat when you buy it, anddddddddddddd... it's invisibru power!

Perhaps what she desires is in the new mastery tree. I've seen masteries that make heals and shields stronger, maybe with that one W doesn't completely blow anymore pre-rank 5.

These are valid points.

I don't need Soraka levels of sustain i just want to be able to heal my ally for more then 150-170 health at level 3 without running out of mana. The shield is nice in theory but it's short duration often means it falls off before blocking the full amount of damage (or you need to cast it only DURING a fight for it to work as intended).

The damage buff in laning phase is also VERY annoying. Since it is single use, it often can leave your ADC hostage, do they try and use it on the enemy champions and miss CS or do they blow the damage on a minion (this also speaks nothing to how the damage boost can negatively effect an ADC's wave control). I am happy you mentioned the hit her pushing power took. The ability to push towers use to be a really nice part of her kit. Also the bonus AD made last hitting creeps slightly easier.

Totally agree her E doesn't feel worth leveling even when its the only choice you have. And her movement speed just feels unnaturally slow even with a bunch of hyper inflated bonuses (honestly i've been wondering if its a bug for a while).

Censor has always been weird to me. i get that the bonus is nice, but it often feels like i have much better choices if i want mana regen (something she needs early). And i can just spend like 700 more gold and get better AP, CDR AND mana regen. Plus with the really short range of her shield it just seems like so much more work then it's worth.

I honestly think that a 50% boost to her aura range would fix a lot of issues. 525 range is a lot bigger then now, but still much lower then she use to be sporting. I think it would bring just enough power that she doesn't need to be front lining team fights, but also can't sit in total safety and still provide tons of bonus power to her team.

Also i think doubling the duration of the buffs she gives (E maybe less then double but more then 1.5 seconds) would go a long way. 2 seconds to apply bonus damage is pretty short, and often can go to waste if not micromanaged to an insane level. And 1.5 seconds of a shield is a joke, let's not pretend that it isn't. 4 seconds to use your damage boost opens up a bit more ability for your ally to hold the buff and bluff your opponents or simply close the gap and use it more effectively. A 3 second shield lasts long enough that you don't need to worry as much about it falling off simply because someone decided to move a little to the left or right.

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