I dont't understand why Riot's idea of nerfing Sona is messing with mana costs

Kythers··2 votes·342 views

Sona's mana usage has simply gone up and up since the rework to add CDR for her base spells into her ult.

Since that change was made :

W cost went up Q cost went up The missing % mana regen mastery was removed (mana band is nowhere near as good for someone as spammy as her)

so she now has higher mana usage from lower CDRs while also having higher costs and less regen. Any amount of mana regen you build on her comes nowhere near close to sustaining her mana costs. She needs a mana pool item, and item 3070 is the only cheap one that works.

This way of balancing sona is basically saying "Sona is too good when she gets to use her spells constantly, so instead of nerfing her spells we're going to make her unable to use her spells constantly", which sounds good but doesn't work in practice. In lategame with a tear, you have no mana issues, but her lane feels absolutely awful in comparison. Her heal is so BAD early game for sustain compared to its cost, and now her poke is garbage too. This nerf hit Sona where she was already weak, and did nothing to address why she's strong. She will never be properly balanced if that's how you do it.

What should be nerfed is a lot of her invisible lategame power (sounds like her old auras doesn't it?)

Her e and w's shield hitting multiple people, e lasting 6 seconds on her, those things make her disgusting lategame, the scaling of her heal with grail and ap makes it insane later on, while it's garbage in lane.

THIS IS WHY SHE IS BROKEN IN GAME MODES THAT GIVE FREE GOLD

SHE HAS INSANE LATEGAME SCALING

Her problem is getting there. Nerf her lategame and then you can tune her lane phase.

7 Comments

ModKnightsKemplar3 votes

Okay, this is pretty well thought out, but I always find myself asking in these threads: how?

It's easy to say that her lategame is too strong (and looking at op.gg data, I'd say that statement is supported by our limited data), but how exactly do you suggest that her abilities get changed without crippling her early game? Do you make her buffs single target? Do you simply reduce the magnitude of said buffs? What's the plan here?

Kythers1 votes

{quoted}

Okay, this is pretty well thought out, but I always find myself asking in these threads: how?

It's easy to say that her lategame is too strong (and looking at op.gg data, I'd say that statement is supported by our limited data), but how exactly do you suggest that her abilities get changed without crippling her early game? Do you make her buffs single target? Do you simply reduce the magnitude of said buffs? What's the plan here?

there are many ways to do it reduce ap ratios, make the areas smaller on her auras, make her w heal stronger and shield weaker, e less effects at lower ranks (she maxes e last usually so nerfing the ap scaling on it would have a big effect)

like I can think of so many, I'm sure the balance team can too

Śhunpo2 votes

I don't understand why Riot is deciding to nerf specific champions who abuse the new runes and simply not nerf the runes first lmao.

Hexs Fortune1 votes

I think the balance team made a good decision in nerfing her mana costs. It hurts her early game without damaging her late game too hard.

Sona was re-designed to be the super scaling support a while back and this keeps her that way.

Daedric Etwahl1 votes

The key thing to remember is that her early game was already pretty mediocre as is, there's only so much you can take before you go over that edge and she just becomes too useless to even bother.

xGunna11 votes

nice she is now very balanced kappa

Linna Excel1 votes

First is I think they are nerfing her because of 2 things: manaflow band and more importantly, kleptomancy.

{quoted}

so she now has higher mana usage from lower CDRs while also having higher costs and less regen. Any amount of mana regen you build on her comes nowhere near close to sustaining her mana costs. She needs a mana pool item, and item 3070 is the only cheap one that works.

I was starting to think that was a secret core item on her before the update, and now I'm more and more sure she either needs to go Arch Angels or go LB and Morello after her eyestone. I'm not sure support items offer her enough regen

This way of balancing sona is basically saying "Sona is too good when she gets to use her spells constantly, so instead of nerfing her spells we're going to make her unable to use her spells constantly", which sounds good but doesn't work in practice. In lategame with a tear, you have no mana issues, but her lane feels absolutely awful in comparison. Her heal is so BAD early game for sustain compared to its cost, and now her poke is garbage too. This nerf hit Sona where she was already weak, and did nothing to address why she's strong. She will never be properly balanced if that's how you do it.

It's funny you mention this because Sona was reworked specifically to be a late game spammer.

SHE HAS INSANE LATEGAME SCALING

Her problem is getting there.

If only she could viably solo lane.

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