Sona Rework Idea
So, there was a decent amount of Sona talk recently. Or maybe I just noticed it more because I main Sona. Regardless, it gave me a chance to rethink some things and a good opportunity to reorganize a rework idea I wrote for her. So here it is.
TL;DR at the bottom.
The basic idea is two-fold. First, make a really toned (and I mean really) toned down version of Invoker; I don't play dota, so it's mostly the idea. Second, incorporate sound into her kit more. I’m trying to make her play pattern more like playing music and her abilities feel more like sound. Now to the rework.
Passive:
Instead of flat bonuses based on the last spell cast, make it's affect based on which 3 spells were cast leading up to it, with the effect varying with number of casts of each spell and maybe order.
For example, casting one of each spell (a normal combo) would yield all three current passive effects on the next auto, but at maybe half or a third of the current strength. Casting one spell and another spell twice would yield the 1/2 or 1/3 effect of the single cast and near or at live values for the spell cast twice. For a spell cast three times to achieve the passive, the bonus would be higher (maybe 50%) than live values.
To make it more in depth they could do a couple of things. They could give power chords charged by the same skill three times an extra effect (perhaps making it an AOE explosion like Karma’s empowered Q) Or they could add bonuses based on what number each spell was; the first spell has a diminished effect while the last has an increased effect. Of course, these might be a little complicated and Sona should still be relatively newb friendly; easy to learn, hard to master. Personally, the first suggestion doesn’t seem too bad.
OK, but how do we keep this added power in check?
The passive now also comes with two added drawbacks. One, stacks building to her passive decay after not using spells. This prevents a Sona from sitting there with two q's stacked, waiting to hit you with a q and a 3-q power-chord q-enhanced auto. Two, using a fourth spell starts the cycle over from the beginning. This means she can't get to three q's and sit there, casting q whenever her passive stacks would start to decay.
The main point of this passive change is to emphasize flow and rhythm, the elements of music. The powerchord should be the culmination of the spells cast to get there. The passive "controls" emphasize not just randomly hitting buttons but flowing through the fight, making sure you keep the spells coming (which lines up with Rito's changes to her ultimate, adding CDR for her normal abilities) using your powerchord after the third spell. It also means Sona as actual decisions to make. She could hold off and try for a lot of damage with a 3-q passive, but that means she can't heal or speed up anyone that fight. From a balance perspective, I think the controls on her passive are the best points.
Abilities
I’m going to start by saying that there will be no auras. There will be AOE buffs, but no auras. Aside from balance,which I get to later, it fits thematically. A chord is three notes, and each spell would be a note. If the spell had an aura, it’s more a whole melody as opposed to a single note. Anyway, to what I have in mind.
How would her spells work?
Take away the "flying" targeted parts of her spells (the bolts that actually hit people, ally or enemy). Now many Sona players would hear that and freak, but hear me out. Instead of a targeted part, a wave of sound moves out that incorporates both the effect of the bolt (damage, healing, or speed boost) and whatever passive it granted allies (enhanced auto, shield, and speed). For me, the range on said waves should be about the size of Karthus E, Defile. As for the speed, I'm thinking slow enough for someone with a blink/dash to escape or for people on the edge to be able to walk out without getting hit, but fast enough that the average champ can't walk from mid-way to all the way out before getting hit. For something similar, think of Vlad E, except slower and it covers the whole area, not just radial bolts outward. More interestingly, this would aid mid-Sona by potentially giving her something she sorely lacked; waveclear.
Next, make the effects fall off with distance; her moves are sound and sound dissipates. And when I say effect, I mean for both allies and enemies. You can heal and shield the tank really well or give the ADC a really nice shield; not both. The same goes for auto-enhance on q and the speed boost on w. Sona herself, being at the center, would theoretically get the max effect. HOWEVER, if Riot want to focus on support Sona, and effectively kill mid-Sona, they could make it so she gets no benefits; I don't know if I want them to kill mid-Sona, but that's a question for another time and at the very least, doing this would making buffing support Sona easier without worrying about mid lane outcomes. And yes, I understand the last idea aided midlane Sona; I just haven’t decided if I’m ok with destroying it as a possibility.
I think this change is good because it again emphasizes flow. The argument has always been that you deserve to die if you let Sona get close enough for her to q and powerchord-lichbane-auto you; these changes would make it even more true. A Sona that "flows" into the fight and get's right next to the enemy AD without dying damn well should be able to kill said AD.
TL;DR Make passive depend on the all the spells used to stack it, not just the last; the spells (notes) build up to the powerchord (sort of the final note for that part). Make the spells feel more like sound, which they technically are.
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