The worst part of Sona's kit

Yrzen·12/23/2017, 7:31:50 PM·4 votes·696 views

Opinion time

W: Aria of Perseverance Effect Radius: 1000 Cost: 80 / 85 / 90 / 95 / 100 Mana Cooldown: 10 / 9 / 7.5 / 6 (Based on R rank) ACTIVE: Sona heals herself and the most wounded nearby allied champion. Heal: 30 / 50 / 70 / 90 / 110 (+ 25% AP) AURA: Sona and tagged allied champions receive a shield lasting up to 1.5 seconds. Effect Radius: 400 Shield Strength: 25 / 50 / 75 / 100 / 125 (+ 30% AP)

Ever since the rework, I've absolutely despised this aspect of Sona's kit.

So much of her power budget seems to be tied up in this shitty little shield that I feel should have never existed.

With more strength than the primary part of the ability, you might be wondering why I hate it so much. The reason is, I feel like it's extremely unfitting, either impossible to use or hogging Sona's power budget that could have gone towards better sustain. Applicable only at a range of 400 and with a duration of 1.5 seconds. it has a rather stringent window of usefulness. Naturally, it only works in the heat of combat, but that can be said of most abilities, right?

This is the entire problem. Aria of Perseverance is Sona's only means of sustain; her only means of healing. What would you say Sona's selling points as a champion include? Poke? Sure, I guess, but she's definitely not as strong or as safe as a myriad of other mage supports. Healing is a part of her identity. CC certainly isn't when Bard and Nami exist, and movement definitely isn't, considering she has the lowest base movement speed in the game, as well as Janna, Lulu, Karma, Zilean, and, again, Nami existing. Sona's W Mana cost and cooldown took a large hike when this shield was introduced, so it definitely wasn't free.

Now, when would you want to heal your allies? It's a simple question with a simple answer: when they are missing health, especially when they are low on health.

When would you want to shield your allies? When they are taking damage, especially during a fight, where they will take a lot of damage. Simple.

Now, I'm not sure about you, but I generally don't want to get into fights when me or my allies are low on health.

Therefore, I feel that there is not a single reason that these two effects belong attached to each other, and absolutely hate having to spend a part of W's hefty mana cost on this worthless, good-for-nothing shield.

It is the single, most infuriating, minor-rework-justifying thing I can think of. It is the biggest grief I have ever had of my many grievances with Sona's rework and its stated goals of "making her feel more rewarding" and "increasing overall satisfaction".

9 Comments

ModPeriscope12/23/2017, 8:29:21 PM2 votes

I think it is a useful part of her kit. When timed correctly, it mitigates poke damage, consistent with the timing of other shield/heal champs. It also allows for ardent censer to be placed on all five teammates. Any other ability do that?

Xilixer12/24/2017, 4:54:10 AM2 votes

how do you think i feel about malzahar? he used to be able to 100-0 assassins and squishes but now because of his passive his damage has to be crap in comparison to other mages otherwise he is op. plus with the health and speed nerf to the voidlings awhile back they are practically useless in a fight.

Linna Excel12/24/2017, 5:31:01 AM1 votes

I'm going to say her E. I get the benefits of bonus move speed, but a skill slot dedicated to it on her seems wrong. If it was MS + AS or MS plus partial CD refund that'd be something else.

TBH if Lucio never existed in overwatch I'd be tempted to say that Sona's W should be an option to toggle between healing and MS/AS, but even then she'd need a new E plus there'd be a question of how the toggle should work with her passive.