Sona update - What is she designed for now? Patch confusion! Discuss! Patch 6.14

Flamingo Tango·7/20/2016, 3:59:22 AM·1 votes·569 views
Patch 6.14 notes

So I was initially excited about the new patch update about Sona. After all, they open with a cool hook: that her CDR can be maxxed out to 60%.
But then, her auras are decreased, her power on Q is decreased, W and E increased. My expectation was that she would have a somewhat stronger heal and be more of a support.

Playing her, I found that she had much less early game power. Because the CDR is increased but not mana, she again has a big mana problem, and the aura CDR is not enough to help her teammates early game. I only got to mid game before I could tell.

This is my experience, but I am confused. Sona and other supports do well early game, so they can protect their carries effectively. Even if the Q got nerfed (which does sadden me), I was expecting that the W would be effective for at least a decent heal, or because of the CDR, could be used twice at least. But because the CDR decrease is based on her R, that means that she almost works like an ADC- late game is where she comes into her potential at the 60% CDR.

But that doesn't make any sense! I mean, if I was playing her as a straight mage, maybe. It would make sense to have this huge late game buff (CDR). But they made the rest of her kit so that she is a more passive support- in which case nerfing her AP ratios to this extent (and removing sommabulance from W- I never realized how much that helps) makes it so that she feels very weak in the early game, unable to protect her adc from tankier supports because the Q does not pack enough poke to make them go away, and the W does not heal them enough nor is the CDR effective early game. (Though, to be fair, I was definitely having a lot of mana issues and not accounting for my lack of power- since I usually stack a lotta AP for her to pack a little bit of a punch healing and poking early game, and because the CDR was not there early game- I finally got used to no longer having mana issues with her. Oh, joy, mana issues, my old friend.)

Of course, I could be totally wrong and just not have been able to play around with her enough. What's your personal experience with the new update? What have you found about the new way Sona plays, and her strength from early to mid to late game? Positive experiences? Negative experiences? What do you find she's stronger at/weaker at now? How do you intend to play her? Discuss! XD

addendum: with the mana problem... feels like they should bring back clarity XD

So is this a buff? a nerf? O_O

On second exposure- once actually getting there, the CDR is wicked awesome but i'm still totally confused as what she is intended to be XD

3 Comments

Aptest7/20/2016, 4:09:29 AM2 votes

When I look at the masteries this season, I see a lot of masteries that are good at committed fights. Burst damage, damage that is dependent on staying in the fight, ramp up damage in fights and so forth.

Also what is there a lot? sustain. Lots and lots of ways to get HP.

What does this tell me?

riot at the current moment loves all-ins. They love burst damage and all-ins and just beelining at your opponent. Also, they love passive sustain lanes where nothing happens and everybody's HP stays very high until there's an all-in.

And they absolutely hate poke and retreat. If you have a poke champion they'll mana gate you to eternity (but you can but mana regen items later on that have no AP on them so that once your poke becomes useless you get to use it), nerf your poke skills (I see you there lulu) and make sure you have to poke with your AA if you want to break the wall of sustain on otherwise no-heal supports like thresh. because that allows an opportunity for their precious all-ins.

Anyway this isn't really about sona. It's just how the game in trending in my eyes.

WzqdQsZwQA7/20/2016, 4:00:11 AM1 votes

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