Can Sona please get an early game power bump.
Now i understand that the big issue with making Sona's abilities better is that if/when you finally get to the late game, that power becomes much more insane given the speed at which she can fling spells. That said, i still think there are areas that could be improved on without turning Sona in to an unstoppable beast from start to end of game.
- Could she please do more damage in the early game. This issue has two major points to it, first is that even with Thunderlord's Sona isn't really doing all that much damage given the level of risk she puts her self in. Remember that most of her damage is tied to an auto attack following the use of her single offensive spell, the auto attack reset on activating her passive is a nice bonus but it's not reliable for sustained damage. For those saying that she does too much damage as burst, please remember that you are actually being hit by 5 separate things at once (auto attack, empowered auto attack, Q bolt, passive damage bonus, and thunderlord's). The second and i would argue bigger issue, is the semi stealth nerf that
received. For those unaware, it now has a small cooldown window between procs (about 1 second i believe). This change means that Sona can no longer reliably use two or all three charges in a single exchange, thus meaning that you have to be more aggressive as Sona and thus be at risk far more often. Yes you can get two charges worth if you land an empowered AA, but you no longer use a 2 charges if you hit two enemies with Q bolts nor do you use charges if you land an attack right after the bolt hits I.E. your combo now counts as one charge rather then 3 unless you stall for a moment between attacks.
Now I am aware this is likely not going to be where they make a change since buffing Sona's damage will likely mean she snowballs WAY TO HARD in the late game due to the bonus damage and her insanely low cooldowns.
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Could she please get some more / better defensive power in the early game. As it stands, Sona will rarely use her heal unless she feels she has to. Thsi comes from the fact that the spell is both on a decently long cooldown, does very little in regards to actually healing/ saving an ally AND costs a very large amount of Sona's mana pool to use. Now i'd love her over all healing to be better, but i think the easiest way to fix the issue is to reduce the rank 1 cost of her heal/shield by 20 mana while increasing the scaling cost from 5 to 10 per rank. You end up with the same cost at rank 5, but give Sona a little more mana to play with in the early game. This would make Sona feel a little more justified in using her heal since it's not like 20% of her mana pool per cast.
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Could she please be faster. One of Sona's biggest issues is that she lacks escape tools. No pre-6 stun, no gap closer (besides
), slow requires set up and for her to auto attack a target thus stopping, and a very small health pool. Despite all that, Sona still sports one of the lowest base movement speeds in the game. Otherwise small punishments for overextending/ poor placement, end up being heavy punishments for a Sona. It is insane how many champions can simply chase Sona down, without using gap closing/ slowing abilities.
This is probably the easiest thing to fix, and the one that can be addressed without changing her late game. Simply give Sona 5-10 more base movement speed. It gives her the additional mobility she needs to be more offensive, and gives her the tools to get out of or into combat. All while not making her impossible to pin down if you do catch her out of position.
can out run me as i'm retreating from outer turret to inner turret. I shouldn't have to worry so much that the enemy
can miss her zenith blade and still catch me if given a little time to chase.