I think Sona would be better in the long run with a different Q

Veraska··2 votes·348 views

I'd like to be clear that sona losing her Q would never ever happen as sona players would hate it, and its not even something I would be happy about at 1st, I'm just talking about design dreams here so let me explain my thinking and how I came to this conclusion.

currently sona is a champion with 2 identities the aoe buffer support and the reliable poke support, i feel like these 2 identities hurt eachother though.

sonas passive is where you could argue the skill in a sona player shows best, as deciding on which buff to use requires strong decision making and spell management, this would be the case at least, if a bonus like "more damage" wasn't so universally useful and far easier to appreciate compared to the other buffs (damage debuff, and a slowing effect)

Let me reference a character class in an mmo that got me thinking about this predicament, in final fantasy 14 there's a class called a astrologen which focuses around healing and buffs, but it has a spell management mechanic similar to sonas passive, where you can throw out 1 spell (put it on cooldown) and gain a bonus on another spell based on what spell you tossed. How it works as follows:

-A damage buff spell and defense buff spell (direct combat power) when tossed increase your next spells potency (makes it do more)

-and attack speed and spell speed buff (2nd combat power) when tossed increases your next spells duration (how long the buff lasts)

-a shield and heal spell that when tossed makes your next spell an aoe effect (multi targeted)

All of these spells are set up in a way where the most optimal use isn't an option, you can't make your heal spells aoe, you can't make your sustained damage abilities last longer, and most importantly, you can't make your damage spells do more damage.

Because if you could all you would ever do, is empower your damage spell for more damage, because while buffs, and debuff are nice, they're way harder to appreciate then the pure damage.

So that's where sona is right now, an aoe utility support whose options and decision making can't compete with the universally best decision of "do more damage"

Again there's a lot of value around her Q and its related power chord right now, sona mid relies on it and it's probably the spell sona players appreciate the most (since the others feel like trash spells in comparison) but I feel personally from a design perspective as long as power chord has an option to do something like "does more damage" then the other options won't be able to compete unless they're overtuned.

I'm not requesting a change or anything so I don't go off on me like that, this is just me bringing up an some points around the philosophy in game design.

2 Comments

Veraska1 votes

Follow up note, this isn't to say "sona shouldn't be allowed to do damage" just saying "more damage is a suffocating option" like if you removed Qs power chord bonus, you buff up the base power chord damage to make sure you're not bard levels of damage less, having a power chord where all 3 bonuses have equal damage makes sure you're playing around getting the power chord with the effect you want, that's a sona whose truly challenged with decision making and spell management, at least to me.

Bonipherus1 votes

Before I read a post saying her whole kit was broke and far less balancable by nature. She needs a rework to make her kit more mechanically smilar to Invoker from Dota 2.

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