Thoughts about Sona's new E

Mialee··2 votes·4,218 views

Stats of new E: SELF BONUS MOVEMENT SPEED: 13 / 14 / 15 / 16 / 17 % (+ 2 / 4 / 6%) (+ 7.5% per 100 AP) AURA BONUS MOVEMENT SPEED: 10 / 11 / 12 / 13 / 14% (+ 2 / 4 / 6%) (+ 3.5% per 100 AP) 65 mana and 12 seconds cd on all ranks

Each rank above the first provides an increase of movement speed by 1% while the first rank alone provides 13% In my opinion this ability is structured in such a way that Sona's skill order is almost pre determined. Leveling E above rank one before Q and W is not a viable option and forces Sona to level it last, on most is not all occasions.

In my opinion some of the power should be shifted to ranks above first in order to reward Sonas that choose to invest on their mobility.

Some examples for self bonus could be +2.5% per rank 7.5/10/12.5/15/17.5 (nerf to all ranks but the last) +2.5% per rank 10/12.5/15/17.5/20 (nerf earlier, buff later) +3% per rank 9/12/15/18/21 +4% per rank 8/12/16/20/24 +5% per rank 5/10/15/20/25

Furthermore, I propose that the cooldown of the ability could decrease on higher ranks. For example 0.5 seconds decrease per rank to 12/11.5/11/10.5/10 This change will make the ability more appealing since upgrading it will not only lead to increased mobility but also more stacks for Sona's passive during the same interval.

I believe that if some of the proposed changes are implemented the overall gameplay of Sona will improve and will will more versatile without making extremely stronger or weaker compared to live.

PS Fearless I hope to read your feedback :)

7 Comments

RiotFearless3 votes

One of the reasons we gave E the scaling it has was because we knew that it is extremely likely to be a one point wonder, especially if we were going to give Sona reasons to level W more often. We've also had E values as high as some that you've posted, and it was infuriating to play against. It simply didn't matter how squishy she was, because she flew around like a race car. That being said, we've made other changes since we had those values in that directly impact E, both on the cooldown of the spell, the rate of decay, etc.

It's possible that if we needed to give power to Sona, but didn't feel good about giving her more damage or more sustain that something like you suggest would be possible. That being said, it's harder as a player to get satisfaction out of movement speed when compared to satisfaction in damage or heals/shields. it typically takes a lot more of an increase in MS for players to value. Not ruling anything out, but this was something I hit a lot during experimentation with her kit.

RCIX1 votes

The thing that rubs me the wrong way is that it feels like its a spell that should just have no scaling, but it would feel weird to actually have no scaling on a spell. As such the only reasons I can guess we got what we did was something along the lines of lack of time/resources/desire to give players a meaningful choice there...

Deep Terror Nami3 votes

One of the reasons we gave E the scaling it has was because we knew that it is extremely likely to be a one point wonder, especially if we were going to give Sona reasons to level W more often. We've also had E values as high as some that you've posted, and it was infuriating to play against. It simply didn't matter how squishy she was, because she flew around like a race car. That being said, we've made other changes since we had those values in that directly impact E, both on the cooldown of the spell, the rate of decay, etc.

It's possible that if we needed to give power to Sona, but didn't feel good about giving her more damage or more sustain that something like you suggest would be possible. That being said, it's harder as a player to get satisfaction out of movement speed when compared to satisfaction in damage or heals/shields. it typically takes a lot more of an increase in MS for players to value. Not ruling anything out, but this was something I hit a lot during experimentation with her kit.

There are tons of champions with "one point wonders" (like escape mechanisms generally). I don't think anybody is going to fault Sona for having a skill that generally is the very last to get leveled. I don't mind what you do to Sona, but if "one point wonder" skills is on your radar I'd like you to look at many of the other champions that have them and see what can be done about those.

Jesus is Savior3 votes

Do all the Sona players still hate you guys for not listening to their opinions on the Sona rework? As far as I know, most Sona mains hate the new Sona (and no refunds on reworks since Karthus, gg).

Or has that kind of toned down as people have been playing new Sona?

Are people still posting this image everywhere?

Ptarlorr2 votes

Haven't seen that picture yet.

I've heard lots of mixed opinions about new Sona. The ones that don't like her really don't like her and make longer, more frequent posts explaining why they hate her. The happy people have less to contribute.

Mialee1 votes

First of all thanks for the reply.

The reason I proposed the scaling being more than 1% is first, as I previously mentioned, the fact that the champion will obtain more than a single skill path and second the fact that it will resemble more the way old E used to work.

Old passive movement speed used to be 4/8/12/16/20 therefore going from rank one to rank was an increase in value by 100% while going from 13 to 14 is an increase by ~7.5%

I have a lot of Sona experience myself and unlike many other players i highly valued E as a spell. My usual skill path order early levels used to be WQQEQRQEQER or WQQEQRQEQWR

During later levels I used to keep W and E at a similar level or str8 up leveling E while keeping W at rank one or two.

The old spell gave a player the option to decide between higher mobility or healing since every rank gave a more noticeable increase in power.

As you noticed the numbers I proposed did not have the purpose of buffing or nerfing the ability but rather slightly alter it to a state where most of the current feeling one rank gives is preserved while simultaneously the ability does NOT have to be a "one point wonder" which sounds like a wrong designing idea to begin with since it limits the abilities of the champion to two plus one rank in another plus ulty.

Think of 13 / 14 / 15 / 16 / 17 % to 10 / 12 / 14 / 16 / 18 or 11 / 13 / 15 / 17 / 19 2% difference per rank These any values will give a better overall feeling to the ability in my opinion.

Also Fearless on a different note, I have another idea about Sona's abilities than if implemented will provide a lot of satisfaction to both nostalgic and new players.

A big part of the old abilities was the passive aura part that provided useful stats only only to the other team members but also to Sona herself. With this in mind I believe that some of that power can be given to Sona herself without being an aura.

Think about this Sona knows songs playing the songs gives the stats as they are right now the shield the damage to the next auto attack the speed buff etc. But what about learning the song? When you learn the song you can acquire passive bonuses, these bonuses will act like old auras but will only affect Sona since she learnt a new song. Of course the values should not be as high as before since 4/8/12/16/20 AD/AP, 3/6/9/12/15 armor/mr, and 4/8/12/16/20 ms as permanent bonuses would be too much since Sona would have them permanently after learning the new song and now just playing it.

For example in E's case passive could be 2/4/6/8/10 or 3/6/9/12/15 flat MS boost and active 8/10/12/14/16 or 9/11/13/15/17 % MS boost (values lower than current values to compensate for the flat increase)

Having some of these passive bonuses affect Sona but not her allies makes them way easier to balance, since they do not double triple or quadruple randomly whenever some ally passes by like they used to in the past. Also by introducing this idea, a big part of the feeling the old abilities used to give will be preserved while simultaneously the more impactful nature of the new abilities will also be present.

This change will also provide the following benefits

  1. the abysmal wave clear of Sona with auto attacks right now will improve (in the past every single auto attack used to be +20 dmg at level 9), this is very very important for Sona since she often has to play a role similar to lulu karma or zyra support/mid but she lacks their AOE to kill minions. The changing in her AA dmg value was very impactful to her and some of the lost damage can be re introduced.
  2. Players will be able to feel they can alter their path according to the circumstances for example if you get heavily harassed in lane you can try maxing W for passive (proposed values + 2/4/6/8/10 armor and mr) without being punished by the forbidding mana cost increase of the actual active.
  3. The passive values even if insignificant can provide a big psychological boost especially since they will resemble the old abilities
Pika3101 votes

During later levels I used to keep W and E at a similar level or str8 up leveling E while keeping W at rank one or two.

The old spell gave a player the option to decide between higher mobility or healing since every rank gave a more noticeable increase in power.

Likewise. If my team was constantly winning teamfights and being forced to chase down stragglers or constantly catching individuals out of position, I would opt for further points in E earlier as it felt like a more aggressive and snowball type ability to take when ahead. That and the base increases on W per rank used to be slightly lackluster.

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