An idea for a soft Sona rework
Goals:
- Make her kit feel less "Spam abilities mindlessly" and more dynamic
- Bolster unified gameplay between Sona and her allies
- Help Sona stay relevant in the late game beyond her ult or a fed AP itemizaton
- Give supports without hard engage windows to better respond to Sona in lane
- Unify her identity around music.
Passive: Chord Progression Harmony: Sona's basic abilities all have additional effects if used in harmony with the actions of allies. Every time an ability correctly harmonizes, Sona gains a stack of Harmony specific to the ability used, up to four stacks. Each stack is represented by a ring surrounding Sona, colored to match the ability that generated it. If Sona generates an additional Harmony stack while full, its effect replaces her oldest stack.
Dissonance At 4 stacks, Sona's next basic attack expends each of them to deal 10 - 150 (based on level) (+ 20% AP) bonus magic damage and silence the enemy target for 1 second, as well as additional effects based on the abilities used to gain stacks. **Hymn of Valor: **25% additional damage per Harmony stack Aria of Preservance: .25 seconds of additional Silence duration per Harmony stack **Song of Celerity: **75 additional range on the auto attack per Harmony stack Dissonance resets Sona's auto attack timer
Q: Hymn of Valor Cost: 45/50/55/60/65 Cooldown: 10
Sona plays powerful hymn that sends out two musical pulses, dealing 40 / 80 / 120 / 160 / 200 (+ 40% AP) to each enemy hit.
Harmony If Hymn of Valor hits an enemy that has been damaged by an ally champion within the last 1 second, Hymn of Valor harmonizes with the last ability or basic attack that champion was struck with, dealing 10/14/18/21/25% of the ability/attack's damage again and generating a stack of Harmony. Hymn of Valor prioritizes enemy champions that have susceptible to Harmony. If Harmony damage kills an enemy, the kill is given to the ally who damaged them.
W: Aria of Preservance Cost: 80/90/100/110/120 Cooldown: 15
Sona plays a soothing Aria that heals herself and the most wounded ally in range for 40/60/80/100/120 health
Harmony If Aria of Preservance heals an ally who has taken damage in the last 1 second, Aria of Preservance heals for 20/23/27/30/33% of the damage they have taken over the last 2 seconds and generates a stack of Harmony. Aria of Preservance priortizes allies who have been damaged in the last second.
E: Song of Celerity Cost: 65 Cooldown: 7
Sona plays a riveting melody that grants nearby allies 4/6/8/10/12% movement speed for 1.5 seconds
Harmony The first ally that damages an enemy champion during the movement speed bonus of Song of Celerity harmonizes with the music, slowing the target by 25% for 1/1.5/2/2.5/3 seconds.
R: Crescendo Sona plays an irresistible cord in a line, dealing 150/250/350 (+50% AP) magic damage in a line and stunning all enemies for 1.5 seconds, forcing them to dance
Crescendo drains all stacks of Harmony, adding .125 seconds to the stun duration per stack.
Overview Sona's abilites are all still very basic, but to optimize, they need to be used relatively quickly in response to allied actions, the idea being that Sona is literally harmonizing with her allies. Her Q requires quick reflexes, and can't work if Sona's zoned out of range, but has the potential to increase damage done by a lot, provided it's used after a powerful ability and not a weaker one. Song of Celerity is a hard-counter to bursted damage, but is gated by a longer cooldown, so is ineffective at "topping people off", used more as a combat skill. Song of Celerity is meant to be the easiest way to gain Harmony stacks, but is objectively the weakest effect when added to Dissonance. Her kit has a lot more staying power for end-game usefulness, but much of it takes skill to access, and her base damages and cooldowns have be increased as a result. Over all, the skill floor is still pretty low, but the skill ceiling has been increased.
Notes: -The numbers are subject to change, it's more the core idea that I wanted to put out here -I would think the range on Sona's q would need to be decreased to make it balanced. -With this kit, the global cooldown would hopefully be restored -The original kit wanted to incorperate music through the form of auras. Since, generally, auras are too much passive and hidden gameplay. This kit removes them completely, and instead using the Harmony mechanic to make her gameplay feel fluid and musical. -She was given a silence on her passive because 1) the duration is extremely limited and 2) silence fits well with her identity better than pretty much everyone else (she manipulates sound). -I'm not a Sona main. If I've desecrated something core to her identity, let me know.
So what do you guys think?