The Sona changes could be fun.

Rundus1·6/15/2016, 3:05:55 AM·3 votes·970 views
6/14 PBE Update

So I saw these little changes and I immediately went "MUH HEALS AND Q POKE?!" and lamented the loss of 20 damage on my Q-auto combo and 5 less hp on my lv 1 sheild (I usually max Q first so I can stomp lane, so W is jus tkinda meh in lane). I was sad until I saw the rest of her:

Q: Cooldown increased to 10 from 8 Active Damage lowered to 40/70/100/130/160 from 40/80/120/160/200 Aura range increased to 400 from 350 Proc Damage increased to 20/35/50/65/80 from 20/30/40/50/60

So If me and my carry both use this easier to use aura in lane, I lose no damage? and my teamfight damage output goes up by a potential of 60? I can roll with that. A little less lane power for more use out of lane is fine since Sona already has so much laning power for a support. Her q by itself may hit a bit less hard but she should still be able to do her job, just over a bit longer of a time and with better gank follow-ups. The CD is a bit of a bummer but the ult makes up for it.

W: Heal lowered to 40/50/60/70/80 from 30/50/70/90/110 Aura Range increased to 400 from 350 Shield changed to 30/55/80/105/130 from 35/55/75/95/115 No longer increases healing based on target's missing health

So now I can heal one person a good deal less to get a potential 95 more damage blocked with my shields in each proc in a teamfight? I'm down. With the mana costs on W, I rarely used it to sustain in lane anyways, often opting instead to saving it for mitigating poke in an all-in, so the way I play her is getting a bit stronger, although I'm sure I'll miss the %missing health on the heal. Tbh, if the cost of this ability isn't lowered, using it more than once or twice from time to time will just feel awful. It uses 1/4th of her base mana, but later it'll be fun. Either way, the W changes are a bit meh.

E (oh baby!): Cost decreased to 50 from 65 Self movement speed increased to 28/31/34/37/40% from 13/14/15/16/17% Aura range increased to 400 from 350 Ally movement speed increased to 12/14/16/18/20% from 10/11/12/13/14%

The E buffs are finally here. It's cheaper, bigger aura, and significantly better actives. I don't need to build tons of AP to make this ability feel good anymore! Plus it might be fun to try maxing this 2nd in certain situations now. I'm so looking forward to this. Building Sona full support has always just felt so weak, but with a bit of umph in my group speed up it might feel a bit more fun.

Lastly, dat ult doe: passive effect now reduces the base cooldown of Sona's basic ability by 20/40/60% instead of increasing the potency of Q/W/E

Ok. Now my Q and W have been nerfed in lane, so I don't know If I'll still be lane-bully extraordinaire, but my teamfight is buffed a ton and my utility scales so well into the late game that I get 60%CDR for my stuff. Athene's is now mandatory (hope the CDR still works before the ult hits 40% at least). All-in-all, I can't complain too much. I'm not super ecstatic, but so much looks interesting that this could rejuvenate Sona with how much it changes her playstyle. I will remain hopeful and optimistic on these changes, and will definitely play her immediately to learn how she plays with them if they go through. That's just me though, what do you guys think of all this?

8 Comments

Linna Excel6/15/2016, 4:34:01 AM2 votes

I really don't like the changes nor the timing of them. It's like riot decided to randomly rework her for some reason and they rolled d100 and landed on spammy late game.

Çhåryzård6/15/2016, 3:33:31 AM1 votes

I don't really think it'll be fun until late game when she maxes her ult to 3rd rank and gets all that cdr

Solari Fortune6/15/2016, 4:28:49 AM1 votes

Her Ult CDR and Normal CDR stack With 45% CDR and a Rank 3 Ult Your Q W and E will have 78% CDR So URF mode all the time as long as you got Mana

Zone of Endless6/17/2016, 5:27:05 AM1 votes

Mana is gonna be a huge problem for her late game if people aren't careful about spamming those abilities.