I kinda got issues with Sona, honestly.

chipndip1··10 votes·855 views

I said this a long ass time ago...or at least something along these lines: Sona's strength in the game is heavily based on the strength of whatever she bought. Sona's strength in the game is largely decided by the strength of her items, way more so than most other champs, if not all other champs, in the support role. Before, this was a major liability since support itemization was fucking garbage. When Riot really took the time to fix it up, Sona's overall strength increased accordingly, and when they over-buffed coin, Sona's strength in the game, once again, continued to rise.

However, this isn't a "Sona is weak buff her pl$" thread, so I'ma keep this simple and say that...honestly, this state of being for Sona isn't really satisfying at all. I don't feel like there's too much separating me from the next guy outside of me having a better idea on what passive to apply to whichever target. Outside of trying to put the right passive on the right person and watching your positioning, nearly everything else to be done on Sona can be done by just about anyone to the same success as anyone else, so long as you keep your meta knowledge up to date. I get that not every champ should be Bard-hard to even get competent at, but I'd love to see something like a WW-style effort for the champ to separate her power from her itemization's power some more, and sort of make a gap between "The good Sona players and the great ones". Maybe they could make her less of an overall generalist and really focus her in on a few key strengths as well, but that's something all the enchanters kind of need, not just Sona.

I kinda wish Sona as a champ was a bit "more" than her current state. They reworked her once, then mini-reworked her, but both attempts feel kinda half-assed, honestly. Anyone else think similar?

15 Comments

KoKoboto3 votes

Nah I think she's alright. She's simple and that's fine! If you wanna play a champion that has more stuff to do you can play Rakan or Bard as you said.

Sona is about positioning around your team and getting off them power chords + her ultimate is a game changer! :^)

chipndip15 votes

There's a difference between "simple" and "too simple". Many older enchanters have an issue with being "too simple".

I don't want Sona to be as hard as the hardest enchanters to play, but the way she is she's pretty much one of the easiest things to play...not even in this game, but in gaming, period, as far as real-time games go. Everything she does is automated except one button. You don't aim for who you heal. You don't aim for who gets hit by Q. No need to aim your aoe benefits. AAs from her passive are just point-n-click. Everything about this champ is a fully automatic ball of stats. Where's the satisfying game play in that?

Also, at this point, Sona's ult isn't necessarily the "grand slam" ult it used to be years ago. You can find similar "game changer" ults in Rakan, Bard, Nami, and Braum. Hell, looking at mid lane you can throw in Annie and Orianna. Why do people apply shit that ANY champ does/MANY champs can do like "positioning" and "stunning a group of people" to Sona, then act like it's special? Like, so if I'm any other champ, it's all of a sudden NOT about "positioning"? Positioning isn't important because I'm Ashe or Jhin and not specifically Sona? EVERYONE positions. That's not new, unique, or special to this champ.

This isn't about simplicity vs. complexity. It's about unique, satisfying game play. Hitting par on this champ, honestly, is just too easy. Other champs have it the same, but this post is about Sona.

KoKoboto2 votes

Actually Soraka and Janna are more simple if we're talking about getting the least out of an ability.

Sona heals aren't as strong as they used to be so if Sona is not conscious about the aura than you're missing out on a ton of value. In comparison Soraka has a point click heal and a click to heal everyone ability so she's a lot easier. Soraka Q is important early but as you get items the regen is not as important and the punishment for missing a Q is not that severe. Regardless if the Soraka misses all her Q's she'll get at least 2k healing in a fight without considering health regen from items just by using W.

Next Janna can tornado but that's her only skill shot and if we're talking about the least Janna could do than it's just mashing Q at the enemy. Her E is point click and gives a bunch of AD while her R is just use whenever the enemy gets close.

So Sona is not the easiest enchanter to play. You pit a bad Soraka or Janna vs a bad Sona against each other and you'll see the Soraka or Janna win the game every time.

Sona is unique in that she is for the most part squishy but wants to position near her teammates. Other enchanters just want to be as far back as they can be. Yes, everyone positions, but positioning changes for most champions, Sona is a good example of this. I'd say the only enchanter she plays like is Taric mostly and even than the comparison isn't really there. Taric wanting to position near allies to get off Q and R.

Sona is unique and she feels satisfying to play. Her ultimate feels amazing when you get off a good one and shielding/healing/boosting/amplifying your teams everything also feels nice. Also the less noticeable things like getting off a diminuendo cord right when the enemy is about to use burst is also satisfying as heck! :^)

Idk maybe Riven mains sleep on Sona because they are just about dashing everywhere but for me I find her play style enjoyable and unique. She's the only champion that really wants to get around to her whole team unlike other enchanters and her power cord timing gives me a sense of skill expression. All while being a simpler champion so that new players can learn as well.

chipndip11 votes

{quoted}

Actually Soraka and Janna are more simple if we're talking about getting the least out of an ability.

I'm talking about execution and depth, not execution/gains. If it were the latter, then Janna's the biggest culprit, but I've spammed these boards A LOT about Janna. I aim to be as unbiased as I can be when it comes to my assessment of champs/items I feel need work for whatever reason, and that includes things that affect my main champ.

Sona heals aren't as strong as they used to be

Wrong. Sona's ability to heal and shield has been straight buffed from before, provided you know what you're doing. Her base healing ability is reduced given it lost its missing health element, but with enchanter itemization the way it is, in comparison to how it was, along with the changes to her ult passive giving her cdr for her other spells, she can pump out massive heals on an extremely low cd after finishing Ardent and Athene's, with the two giving her around 170 to 200 ap. Coin gets her this power spike faster, which lands her where she is right now, power wise. None of this is actually her, though...it's just items. But like I said before: Her general state in this game is way too heavily tied to itemization over anything else.

so if Sona is not conscious about the aura than you're missing out on a ton of value.

That is accomplished literally by walking.

So Sona is not the easiest enchanter to play. You pit a bad Soraka or Janna vs a bad Sona against each other and you'll see the Soraka or Janna win the game every time.

...blatantly untrue, but this is beside the point, anyway. I'm saying there's no DEPTH to anything Sona does as a champion, which is highly unsatisfying to play. Comparing her to other champions...who have more depth than her anyway...doesn't debunk the claim or help your case.

Sona is unique in that she is for the most part squishy but wants to position near her teammates. Other enchanters just want to be as far back as they can be. Yes, everyone positions, but positioning changes for most champions, Sona is a good example of this. I'd say the only enchanter she plays like is Taric mostly and even than the comparison isn't really there. Taric wanting to position near allies to get off Q and R.

  1. Taric is a Warden, first and foremost.

  2. This doesn't refute the point that positioning isn't some "special highlight" for this champion. Everyone positions. That doesn't make this champion's game play that much deeper than the puddle it is. Some champs stay back line. Some hide in flanks and swoop in. Some stay in the middle of their team. Some front line. Who cares? ALL 140 of them "position".

  3. All squishy champs want to be near other allies...so they don't die easily. Exception to this would be assassins, who want to jump behind enemies, kill someone, and use their abilities to jump out before dying, but this exact thing is why squishy champs stay with other champs, so that it's harder to be dove or assassinated by divers or assassins. Once again, this isn't news.

Sona is unique and she feels satisfying to play. Her ultimate feels amazing when you get off a good one and shielding/healing/boosting/amplifying your teams everything also feels nice. Also the less noticeable things like getting off a diminuendo cord right when the enemy is about to use burst is also satisfying as heck! :^)

Who notices Diminuendo? Actually, this brings up a valid point: If my allies don't realize what I'm doing, how am I supposed to coordinate more complex strategies like turning on enemies and what-not?

Idk maybe Riven mains sleep on Sona because they are just about dashing everywhere

I'm hoping you're not making me out to be a Riven/Yasuo/Zed main that's "trying out Sona a bit" or something.

but for me I find her play style enjoyable and unique. She's the only champion that really wants to get around to her whole team unlike other enchanters and her power cord timing gives me a sense of skill expression. All while being a simpler champion so that new players can learn as well.

I mean, I guess I did invite other people's opinions. I can't just turn up on someone for doing just that. I highly disagree, but I respect and appreciate the comments.

KoKoboto1 votes

I meant Sona healing in comparison to the likes of Soraka. If you were just pitting Sona heals against Soraka heals Soraka would always out heal. So that is why you need to manage aura to get the shield off.

Sona positioning isn't very deep but it does make her unique in that no other champions position like her. Taric secondary is enchanter and arguably he is more enchanter than he is warden now. Considering his best builds are mostly enchanter with ardent + redemption. They still can be compared because of how they require similar positioning. A Sona player will probably have an easier time transitioning to Taric than say... Lulu or Nami. It is not a special highlight but it separates her from other champions in the enchanter role.

Janna/Lulu/Nami/Soraka don't want to be in the middle of their teams. Often they want to be as far away from danger as possible because they are squishies and can use range to support their team. So usually the line would go like front line>mages/AD>Enchanter.

Sona on the other hand wants to be able to get close to front liners for aura and also her back line. She really wants to get around to her whole team so that they can benefit from her auras. To give an example of this, all of Sona's auras have 350 range. Soraka W has 550 range, Janna E has 800 range, Nami W has 725 range (potentially 2175), Lulu E has 650 range.

Diminuendo is VERY noticeable! When a burst mage/assassin/any damage dealer gets exhausted they notice it. Diminuendo is basically exhaust but on a ~5-3s CD. That is really huge in team fights and is also part of Sona's skill expression although she is a simple champion overall!

Hah hah no problem! :^)

Thefrostyviking2 votes

All enchanters are by their very design, simple, i doubt there is any way to get around that.

Because the definition of a enchanter is to provide helpful buffs for the team and some debuffs for the other team.

Sona is unique compared to lulu and janna because her buffs have a range limit, AOE and 3 different ones.

Of course, one can boil it down to "run around between your frontline and backline and spam everything, ulti when proper" just as one can go and say that Thresh only " hooks and throws lanterns while also flaying at times"

Well, like that you can simplify any champion and call them stupid and easy, the circlejerks on the boards are practiced masters of this art.

I myself tend use the same build over and over on Sona.... item 3098 item 2049 item 1001 item 3070 item 2301 item 3504 then full AP for the sake of the impact of damage :D

Good times when you run in behind exposed enemy carry, Q-R-Q-AA and they die wondering why the hell the support is dealing so much damage.

Good part? Your heal and movespeed E both scale with AP so it's legit to get more AP.

And your team will hardly ever flame as long as you have a censer.

chipndip11 votes

{quoted}

All enchanters are by their very design, simple, i doubt there is any way to get around that.

I mean, Nami exists at least.

Outside of that, simple in design =/= simple in execution. Sona's simple design is fine, but there's no depth to ANYTHING she does except her passive, and her passive is risky as hell to even try to use outside of lane (not impossible, but it's tough to get it on the right target when the right target is usually a back liner). I imagine there's ways to make her deeper than a kiddie pool without making her an ocean.

Sona is unique compared to lulu and janna because her buffs have a range limit, AOE and 3 different ones.

But to what end? The application of these things is nearly the same, so the slight differences in execution don't mean much. I mean, Sona's E, as shitty as that move is from a design perspective at first glance, is probably the best and most unique move she has...surprisingly. Only one other support (Janna, surprise surprise!) has the ability to peddle their entire team around the map in the same manner Sona can. Everything else though just blends in with every other enchanter's "thing that they do".

Of course, one can boil it down to "run around between your frontline and backline and spam everything, ulti when proper" just as one can go and say that Thresh only " hooks and throws lanterns while also flaying at times"

Difference here (and the main reason why I replied in the first place) is that you're ACTUALLY cutting a large part of playing Thresh out with that simplification. His hook needs to land, given it can miss. After hooking, he can either immediately dive that target or delay, then fly in. He has his lantern to simply shield someone, collect souls from a distance, provide vision, or pull allies out from fights. His flay can be used to stop incoming champs so long as they didn't blink onto him, or it can be used to knock champs towards his team/away from safety. His ult can be used to guarantee kills on enemies caught on the inside of it, help allies retreat, or block off paths. Thresh has a shit ton of different ways to use his abilities (and all this without accounting for Flash), but the VERY cut-n-dry of his shit is "Land a hook, knock back, throw lantern, super slow pentagon".

Sona, on the other hand, doesn't have much of anything "bigger" to do with her spells, save her E. Q is damage. Q's passive is more damage. W is a shield with a heal for your most damaged ally. W passive is a damage debuff. E is a speed up. E passive slows, which can be used to either help peel off enemies or catch them. R is a quick, aoe stun.

Where Thresh is one of the more complex supports in this game, Sona is pretty much the easiest if we're going by technical skill requirements. Everything is auto-aimed. Saying "All you do is run around the front/back line and spam your shit off cd"...literally that's A LOT of what you do. You can land Plat before you even realize what your other Powerchords are even good for, honestly, and it's because Sona's power is heavily tied to what she builds in the match. I said this a long time ago, and Riot doubled down on this, and thus doubled down on that specific issue with the champion.

Well, like that you can simplify any champion and call them stupid and easy, the circlejerks on the boards are practiced masters of this art.

I myself tend use the same build over and over on Sona.... item 3098 item 2049 item 1001 item 3070 item 2301 item 3504 then full AP for the sake of the impact of damage :D

Good times when you run in behind exposed enemy carry, Q-R-Q-AA and they die wondering why the hell the support is dealing so much damage.

Good part? Your heal and movespeed E both scale with AP so it's legit to get more AP.

And your team will hardly ever flame as long as you have a censer.

That's fine, but that build is horrible. And like I said before: Most of playing Sona and playing her well is simply understand what you should and shouldn't do, given that doing anything on this champ is easier than doing almost anything in most action games you could have me think of.

Thefrostyviking1 votes

New Sona is extremely mana hungry, that's something i am well aware of.

Trust me, tear is a lot of pain saved, it allows for more aura´s and ulti's giving you a lot more fuel to keep going.

Trying to use her abilties "tactically and only for the best moment" will run you dry before fights are even halfway done.

Constant refresh and renewal of her buffs on all allies around you wins you games, none of them are terribly big or great so you naturally opt out for quantity in such a situation.

If you want a style with abilities impacting more then you´d really need to play AP....not that her scalings are good though.

Nope, as far as i see it spam mastery is the way to go with team enhancements and then if serious, more support items to make it better or if snowballing fun, AP to kill enemy carries.

chipndip11 votes

{quoted}

New Sona is extremely mana hungry, that's something i am well aware of.

Trust me, tear is a lot of pain saved, it allows for more aura´s and ulti's giving you a lot more fuel to keep going.

Tear isn't the bad part.

  • You build Watcher's.

  • You don't build any enchanter items save Ardent.

Two main points that flub up your whole build.

Trying to use her abilties "tragically and only for the best moment" will run you dry before fights are even halfway done.

I don't get the point of this? Like, if anything, conserving skill usage keeps mana in the tank throughout the fight?

Constant refresh and renewal of her buffs on all allies around you wins you games, none of them are terribly big or great so you naturally opt out for quantity in such a situation.

But how deep is that game play? Is that something you actually make conscious decisions about in this strategic game, or is it you mashing mindlessly? That's the point of this thread. Sona IS the embodiment of mashing mindlessly in this game more-so than almost any other character.

If you want a style with abilities impacting more then you´d really need to play AP....not that her scalings are good though.

...this just stems from you not knowing how to build.

Nope, as far as i see it spam mastery is the way to go with team enhancements and then if serious, more support items to make it better or if snowballing fun, AP to kill enemy carries.

I mean, I asked for people's perspectives, so I can't just get mad, but this is kind of trying me. You're basically just proving my point in the op right.

Thefrostyviking1 votes

You aren't wrong however there is a huge issue you´re seemingly unaware of as well.

All of Sona´s abilities are AOE, and those aura´s are the core of her gameplay as we have known it since...forever?

The issue with AOE however, is that it can never be allowed to be powerful, the moment it get´s strong we´ll have another locket situation on our hands where a single item/ability is potent enough to turn a fight or at least significantly impact it by itself.

While not being an ultimate.

For sona, who already has a very potent actual ultimate this is a huge, no no.

Thus just as with old seju riot would either have to cut her ulti power budget massively to empover her kit or take the seconds solution......quantity over quality.

Quite frankly, one requires a full VGU and the other keeps her functioning albeit not very complex but extremely newbie friendly and still very much viable across al elo´s and the other would require a ton of work from people who already have a massive list of tasks to deal with.

And it might not even succeed.

Naturally we got the seconds option, it wasn't even a question really-

As for enchanter items....there are only two that are commonly usable, censer* and redemption, however redemption isn't really worth it for sona, for even if you stack so you get like 60% increased heals and barriers it's still so small you'll be much better of stacking AP instead.

I mean, 120 x 1.6 = 192 (heal+barrier at some point, numbers are a bit of but not too much) That's 3 items worth of shield and heal multipliers i think.

Or you stack 200-300 AP and you get a bigger shield, bigger heal and overall more effectiveness out of the rest of your abilties other than just focusing on your W.

We don't want to play like a second janna no? Seems pointless when both she and lulu are better at the job.

Thus in my mind it's quite strange to not go a built that stacks mana for spamming and then some support items followed by whichever AP items suits your fancy.

And sure, you can grab locket, but, really, it´s like choosing to maybe have the ability to do a big heal every now provided your team stands still and remains alive and then but you still lose consistency in exchange.

My build has a fairly harsh early, but midgame with some tear stacking done is wonderful because i can keep my team alive with a near permanent speedbuff.

Overall i think Riot did the right choice, keeping the old wasn't viable and a full rework wasn't viable thus we got what we have now.

I think, that just as with akali, Sona is too flawed for anything short a VGU to have any real effect.

chipndip11 votes

{quoted}

You aren't wrong however there is a huge issue you´re seemingly unaware of as well.

All of Sona´s abilities are AOE, and those aura´s are the core of her gameplay as we have known it since...forever?

The issue with AOE however, is that it can never be allowed to be powerful, the moment it get´s strong we´ll have another locket situation on our hands where a single item/ability is potent enough to turn a fight or at least significantly impact it by itself.

While not being an ultimate.

For sona, who already has a very potent actual ultimate this is a huge, no no.

Thus just as with old seju riot would either have to cut her ulti power budget massively to empover her kit or take the seconds solution......quantity over quality.

Quite frankly, one requires a full VGU and the other keeps her functioning albeit not very complex but extremely newbie friendly and still very much viable across al elo´s and the other would require a ton of work from people who already have a massive list of tasks to deal with.

And it might not even succeed.

Naturally we got the seconds option, it wasn't even a question really-

I mean, the real issue isn't just that her moves are aoe. It's that it's all auto-targeted aoes coming from herself. 3 different moves which are basically done the same way with slight alterations between themselves. Application of each move is full-value on each with no stipulations, as well. Like, the issue isn't "aoes". The issue is "bland execution of aoes". Even if you want Sona to be about aoes, there's better ways to go about it than this.

As for enchanter items....there are only two that are commonly usable, locket and redemption, however redemption isn't really worth it for sona, for even if you stack so you get like 60% increased heals and barriers it's still so small you'll be much better of stacking AP instead.

You forget Athene's and Ardent are both enchanter items? Crucible, maybe?

Look, don't even worry about Locket in most scenarios. Get Ardent, skip the boots, get Athene's after. Then in most cases you grab Crucible. After that, stylize with some ap items, finish your tear, get a Redemption...your call. Just forgo STE and you don't really need mid laner items unless you're topping off your build.

Overall i think Riot did the right choice, keeping the old wasn't viable and a full rework wasn't viable thus we got what we have now.

I think, that just as with akali, Sona is too flawed for anything short a VGU to have any real effect.

My issue is that they DID VGU Sona...into this. Basically, they took old Sona and did a glorified nerf of it. Then they did a number alteration of THAT which accomplished nothing. Then they worked on support items...but that just made her blatantly stronger. The general work Riot did for the champion was all lousy and accomplished very little. External changes to itemization made her better by proxy, but this isn't about overall strength more than it's about satisfactory game play, which, if Karma players can lambast Riot to this day over their lousy VGU, then I feel like it's fair that I can here as well. It WAS a shitty VGU, and the mini-rework after was hardly jack, too. Forcing champs to just mindlessly mash more didn't work with Nasus, didn't work with Leona, and it didn't work with Sona, either. That's if I'm really breaking it down, though.

I do appreciate you coming out with this post, though. Way better for conversation. Thanks.

Thefrostyviking1 votes

I meant to write censer instead of locket,.......my bad.

As a commonly used enhancer item*

Athene,locket and crucible all have too many conditions and aren't really useful except on specific champs.

And Sona´s AOE has always been aura thing, a concept based on being centered on someone or something.

She is essentially the fantasy bard of league, a supportive buffer for the team with self centered buffs and some debuffs to use on enemies.

She is a perfect application of that into league, nearly.

And what Sona got was not a full on VGU, all her abilties stayed the same, rather it was a update in the same style as Shyv.

A VGU is what galio got.

Sona wasn't really changed a ton, except dumbed down but also made less frustrating to play against and with whilst somehow also making her more reliable.'

I mean, they nerfed her scalings all over and AP sona is still a thing, a super annoying thing.

And Nasus definately needs and has really needed a VGU for ages, i mean, his kit gets so screwed by true damage, % damage, CC, mobility and range.

All which are plenty.

Leo is just a pure pain in the ass and i happy she´s gone.

....

On a more serious note for that, i am not really in on what Leo´s issue´s are, however i know that when she´s good she´s terrifying and can singlehandedly Zone a marksman from their farm by promising a massive near unstoppable CC train if she catches them.

Teridax681 votes

While I'm personally not too upset by Sona's dependence on items (it's what allows her to go for a poke mage build and still do okay), I very much agree that she still does not feel particularly fun to play or skill-expressive. Her rework did improve her by making her auras more visible, but then afterwards she got pushed harder and harder into a spammy playstyle where each of her abilities feels piddly in comparison to most other support effects. We're back to a state where Sona outputs a constant amount of weak, team-wide buffs, and in the end her ultimate is her only real high moment.

Part of the problem I think comes from Sona's very low cooldowns, but I think another major issue is that her kit is diluted across too many effects. Each of her abilities has an active, an aura and a combo bonus, and while the intent likely was to give Sona more options, in the end it just muddies the power she actually outputs. She's a do-everything support, but unlike similarly versatile enchanters like Nami or Lulu, none of her button presses ever truly feel like they have the potential to change the course of a fight.

Sona's a difficult champion to design with, because her core focus is on her auras, which kind of limits the effects she can have. However, I do think she has the potential to have far more interesting effects, if they were allowed to be more concentrated. Just to throw out a random (and probably unworkable) idea here, if her W aura no longer provided healing or shielding, but instead nullified any incoming enemy projectiles for the duration, it would add a really skill-expressive and potentially quite impactful effect to her kit, one that would benefit both her support and mid laner playstyles.

chipndip11 votes

{quoted}

While I'm personally not too upset by Sona's dependence on items (it's what allows her to go for a poke mage build and still do okay), I very much agree that she still does not feel particularly fun to play or skill-expressive. Her rework did improve her by making her auras more visible, but then afterwards she got pushed harder and harder into a spammy playstyle where each of her abilities feels piddly in comparison to most other support effects. We're back to a state where Sona outputs a constant amount of weak, team-wide buffs, and in the end her ultimate is her only real high moment.

This is the general ball park of what I was trying to say, and yes, I DO like the fact that Sona relies more on ap and scaling than other supports, which justifies building Athene's on her as a core item. My gripe is that too much of her is tied to this, which is something you explain in your next paragraph, albeit unknowingly.

Part of the problem I think comes from Sona's very low cooldowns, but I think another major issue is that her kit is diluted across too many effects. Each of her abilities has an active, an aura and a combo bonus, and while the intent likely was to give Sona more options, in the end it just muddies the power she actually outputs. She's a do-everything support, but unlike similarly versatile enchanters like Nami or Lulu, none of her button presses ever truly feel like they have the potential to change the course of a fight.

Riot's little "mini-rework" put emphasis on just blasting buttons out off-cd, but that makes Sona akin to a support version of Kayle or Master Yi: You work to make what you do faster and faster, then beat everyone down with a stat stick harder and faster as the game progresses. There isn't much counter-play or variance to someone like Kayle or Yi spamming AAs on your face, so Riot locks their potential behind building items. If you let them get to 3 items (excluding boots), it's your fault and they're "allowed" to just run you over. Sona's the same in this regard, but is that satisfying game play or Riot taking shortcuts due to not having a better answer?

Sona's a difficult champion to design with, because her core focus is on her auras, which kind of limits the effects she can have. However, I do think she has the potential to have far more interesting effects, if they were allowed to be more concentrated.

Or maybe the aoes can simply be targeted aoes, rather than aoes that ALWAYS come from herself? Then you can change up the effects of her abilities and what-not accordingly to that change. When they all come from her, it's easy to say that all your allies will get all their benefits. If it's something that has to be set in a spot, that's not as likely, and gains can be altered accordingly to this new-found variance. To boot, you can make the aoes smaller because you don't have to worry about putting your neck out there just to use them, which helps with Sona's rather clumsy positioning issues and opens her up to being a better pro play pick (for those that care). I thought up a rough draft rework concept a few months ago with this idea in mind.

BobaFlautist1 votes

Personally, I always thought that her auras/buffs should have higher uptime but not stack. So you can heal/shield your allies or speed them up or make them hit harder, and each one would last longer than it currently does.

Right now I feel like the nuances in her kit are more about knowing how much you can spam before you go oom than they are about picking the appropriate aura for the situation, if you made them mutually exclusive (and probably individually stronger) I feel like that would add a lot of depth.

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