An idea to balance Sona for BOTH mage and support roles.

GinoSoldier·10/13/2015, 10:13:56 PM·4 votes·637 views

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!

15 Comments

Sightless6610/13/2015, 10:35:08 PM4 votes

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.

I'm not sure we can agree on that. Even at her strongest, she's never been a viable mid laner. She's pretty much always been 100% support, and she's been balanced around the assumption that she'll be always be played as a support. Yeah, you can kind of force her to work mid, but it's kind of in the same way I could force Braum to work mid. Technically possible, never really good.

I mean, if you want her to be a midlaner, that's fine and maybe it's a good direction to take her in, but none of her current balance woes are due to any kind of midlane potential. Her current state is completely, 100% due to her support playstyle. Mid hasn't factored into it at all.

As for your suggestion, I'm not really a fan. Having a unique item doesn't really seem particularly interesting for her as a midlaner because it just gates an even higher percentage of her power behind levels. The Q, W and E already get stronger with levels of her ultimate. Putting even more power into those levels doesn't sound very fun. For a support, being completely tied to this Murksphere thing as a support isn't something I'd want. Her kit is well positioned to choose between the coin and the spellthief, and I'm not biting at the chomps to give up those options. It also prevents us from using the murksphere design for a general support item. So, overall, not really what I'd like to see, but at least it's an interesting idea.

1000angrybees10/13/2015, 10:27:11 PM3 votes

I don't know if items are the right way to solve sona's problems, but hey-

At least someone is being creative and trying to help Sona.

Pika31010/13/2015, 11:10:42 PM1 votes

Well, this doesn't do much to fix her terrible early game, but it could make her viable as a late-game champ. I suppose in a way that makes this a successful proposition.

I guess I like the idea. It's hard for me to say that I don't find any qualms with it at the time being.

Primaquarius10/14/2015, 12:07:31 AM1 votes

There's a lot going on with both items...I think if Sona gets a personal item at all, it should boost her passive damage or maybe add something to her W values

3TWarrior10/14/2015, 6:36:22 AM1 votes

personally, I think she works great as AP sona in bottom lane. So long as you provide the necessary vision with your trinket and a few purchased wards here and there, the damage and healing she can give outscales her problems.

Also, the reason she was nerfed repeatedly was because of her ability to boost move speed, the same thing which bothered Janna. It meant outrunning her team wasn't an option and it still makes killing her difficult