An idea to balance Sona for BOTH mage and support roles.
I think everyone can agree that one of the main reasons Sona can't be balanced currently (and is left too weak as a result) is that if she is buffed into becoming a good support, either she stomps mid lane, or loses any chance of ever laning there, depending on what the changes are. If she's buffed for mid instead, she either becomes a lane bully or a healing bot as a support.
I may have found a way to end this conundrum. The key? Adding two items somewhat in Viktor's style. One that makes her a viable mid, one that makes her a viable support. Here's my take on them;
I initially thought of a low-cost item that basically upgraded at low costs 18 times to make it scale as the game went, but that'd take a ridiculous amount of work and space, so let's say 4 items each, for levels 1, 6, 11 and 16. the initial would cost 400, same as a Doran's Ring. Upgrades would cost 800, for a total cost of 2800.
These ideas include that Sona's R buffs to all other spells are removed to help balance between Support and Mage roles. Other tweaks would of course be necessary. The items themselves may be overpowered, or seem like they are, but they take into account Sona's current innate weakness into account. The only thing naturally buffed for both roles might be her E. Of course, one would be unable to have both items at once. > > For Mages; Deathsinger's Strings (Karthus, because it's thematic, appropriate, and Pentakill needs to be cannon.) > * Lore tidbit -- So impressed was he by her ability to slay, that he gave her strands of his hair to serve as magic strings on her instrument of death. > > Lvl 1; 50 mana, 15AP, 25% mana regen per 5. > Unique passive; Strings of Death; Hymn of Valor projectiles gain a small AoE on hit (just enough to hit clustered minions), +10% AP scaling on all Hymn of Valor effects (the projectiles and Aura) and Passive. > > Lvl 6; 200 mana, 50 AP, 50% mana regen per 5. 10% CDR. > Unique passive; Strings of Death; Hymn of Valor projectiles gain a small AoE on hit (slightly larger than previously), +15% AP scaling on all Hymn of Valor effects (the projectiles and Aura) and Passive. > > Lvl 11; 200 health, 200 mana, 75 AP, 75% mana regen per 5, 10% CDR. > Unique passive; Strings of Death; Hymn of Valor projectiles gain a small AoE on hit (again slightly larger), +20% AP scaling on all Hymn of Valor effects (the projectiles and Aura) and Passive. > > Lvl 16; 300 health, 300 mana, 100 AP, 100% mana regen per 5, 10% CDR. > Unique passive; Strings of Death; Hymn of Valor projectiles gain a small AoE on hit (slightly larger, total would be just a bit smaller or even-sized to a Karthus Q), +25% AP scaling on all Hymn of Valor effects (the projectiles and Aura) and Passive.
All these make her stronger overall while leaving her a weakness to work with early (low HP and ms) and potentially delaying her building Sheen and Lich's Bane, which are usually the main reason she stomps lane when she does. It also helps her inability to waveclear by making Q shots actually useful towards that goal. It keeps her current utility with AP scaling W and E without making them overbearing, and promotes the use of her passive smartly. It doesn't help much her potentially powerful team-fighting by still requiring her to stay close to her allies to provide the buffs. I thought maybe Power Chord could be AoE the same way the Q projectiles are, but that may be asking for too much.
> For Supports; Celestial's Strings (Bard, because they're literally the two most musical beings in Valoran.) > * Lore tidbit --So impressed was he by her soothing tunes, that he gave her strands of his hair to serve as magic strings on her instrument of life. > > Lvl 1; 50 mana, 15 MS, 25% mana regen per 5. > Unique Passive; Healer's Reward: You generate 1 gold for every 4 damage absorbed (maximum of X) by your shields. Sona will not generate gold from monster damage on herself. > Unique Passive; Strings of Life; Aria of Perseverance gains 15 base heal and shield for all targets, and the spell's cost is reduced by 10. The duration of all Aura buffs is increased by 1 second, the size of all auras is increased by 50 units. > > Lvl 6; 100 health, 200 mana, 20 MS, 50% mana regen per 5, 10% CDR. > Unique Passive; Healer's Reward: You generate 1 gold for every 4 damage absorbed (maximum of X) by your shields. Sona will not generate gold from monster damage on herself. > Unique Passive; Strings of Life; Aria of Perseverance gains 30 base heal and shield for all targets, and the spell's cost is reduced by 20. The duration of all Aura buffs is increased by 1.5 seconds, the size of all auras is increased by 100 units. > > Lvl 11; 250 health, 300 mana, 25 MS, 100% mana regen per 5, 15% CDR. > Unique Passive; Healer's Reward: You generate 1 gold for every 4 damage absorbed (maximum of X) by your shields. Sona will not generate gold from monster damage on herself. > Unique Passive; Strings of Life; Aria of Perseverance gains 45 base heal and shield for all targets, and the spell's cost is reduced by 30. The duration of all Aura buffs is increased by 2 seconds, the size of all auras is increased by 150 units. > > Lvl 16; 400 health, 400 mana, 30 MS, 150% mana regen per 5, 20% CDR. > Unique Passive; Healer's Reward: You generate 1 gold for every 4 damage absorbed (maximum of X) by your shields. Sona will not generate gold from monster damage on herself. > Unique Passive; Strings of Life; Aria of Perseverance gains 60 base heal and shield for all targets, and the spell's cost is reduced by 40. The duration of all Aura buffs is increased by 2.5 seconds, the size of all auras is increased by 200 units.
Note, might as well remove the W cost reduction and make the damn spell's cost not scale up per level. This item would obviously count as her gold-generating item. It's also an obvious ripoff of the Murksphere line of items from the Bilgewater event, but i found it very appropriate for the gameplay we're trying to promote with Sona as support. Aura range increase means it's safer for her to be everywhere, and the duration increase means it's simpler for her team to use the auras efficiently. The healing and shield's efficiency being increased as base rather than scaling means that Sona is rewarded regardless of whether she's building AP or not, unlike Mage Sona who needs AP to make hers scale. The stats themselves promote survival and mobility, two notorious issues Sona has that makes her nonviable as support.
Obviously the numbers here were spun on hunches, and need to be taken with a grain of salt.
I would very, very much like opinions and feedback, and thank you for reading!