[Rework] How to make Sona The Aura Champ
Sona's basic abilities share a cooldown. She gets a stance mechanic / permanent auras, which get a new tempo-based mechanic.
Balance: Overall Sona's power level when casting spells should be about the same. Then she gets short range permanent auras for free.
Sona has traditionally been difficult to balance. Aura buffs are much stronger in teamfights, so making them balanced leaves them feeling weak in lane. Long-range, auto-targeted abilities feel bad to play against if they're too strong. On top of that, Sona's kit has a bit of everything in it. Poke? check. Sustain? ok. Wombo combo? You got it. Burst? check. Mobility? Mini sivir ult. If she were good at all of those things, it would be too much. And to top it off, she never really felt that musical (I'm a drummer/have played some piano & sax).
The problem is, all of those things are also iconic to Sona's kit. She can't lose her auras and still have it be Sona. She can't lose her autotargeting and still be Sona. She needs a heal and a damage ability. Crescendo is probably the most-recognized thing about Sona. And what kind of pbaoe utility spell could you make that would be useful on a squishy, besides a speed boost? As a result, Sona has seen a long series of nerfs, feels underwhelming to play, and more importantly, doesn't feel like a musical aura champion.
Enter this rework. It's designed to make Sona feel like the musical aura champion who's mechanically easy but needs perfect positioning. It does so by addressing a core problem with her kit: live Sona can do everything, at the same time New Sona has to choose whether she wants to go [Offense / Defense / Speed] mode, and stick with it for 6-10 seconds (depending on cdr). Since she no longer gets to do everything at once, she can actually be good at the thing she's choosing to do at the moment.
| http://i.imgur.com/W8Ulkkj.png | Passive - Power Chord | |-
*Power chord every cast. Basic abilities share a cooldown changes, change sona's stance, and temporarily increase the range of her auras. Permanent auras with smaller range give bonuses based on the active stance at a tempo.
STANCE (auras):
- [New] Each of Sona's basic abilities also has a persistent effect, which ends only when Sona switches stances, though using an ability prevents her from using another until the previous comes off cooldown.
- [New] Tempo: Every 3.33 seconds (2 with cdr), Sona tags allies within 250 units. Tagged allies recieve a buff based on which stance is active. The tag rate scales with cdr, down to 2 seconds.
- Just in case you were wondering: Yes, this stays on all the time, like Udyr's stances. No, changing stances doesn't affect the tag rate.
Here's an illustration of how it would work & look:
http://i.imgur.com/Ycc2hq2.png
- [New] Room to breathe: Spell casts increase the aura range to 350 (same as live) until the ability comes off cooldown (3 pulses, always, because pulse rate scales with cdr).
POWER CHORD
- Can we just call it sheen? Power chord
every 3 spellcasts=> Every spellcast
| http://i.imgur.com/7Rq7EZF.png |Q - Hymn of Valor | |-
Longer cooldown. Damage on hit moved to aura.
I crunched some numbers, and theoretically Sona adds Hella Damage to her team. Like, the same amount of dps as Cass. In practice it'll be less because your whole team isn't going to group tight enough for them to get the full benefit of Sona's auras. Balance.
- [Nerf] Cooldown:
8=> 10 seconds - [Removed] Damage on hit:
Sona and tagged allied champions deal 20 / 30 / 40 / 50 / 60 (+ 20% AP) (+ 10 / 20 / 40) bonus magic damage on their next basic attack within 3 seconds. - [New] STANCE: Sona and tagged allied champions deal 20 / 30 / 40 / 50 / 60 (+ 20% AP) (+ 10 / 20 / 40) bonus magic damage on their next basic attack within 3 seconds.
| http://i.imgur.com/eT3Bk8G.png | W - Aria of Perseverence | |-
Summary: Shield on cast moved to passive
- [Removed] Shield on cast
Sona and tagged allied champions receive a 35 / 55 / 75 / 95 / 115 (+ 20% AP) (+ 10 / 20 / 40) shield lasting up to 1.5 seconds. - [New] STANCE: Sona and tagged allied champions receive a 35 / 55 / 75 / 95 / 115 (+ 20% AP) (+ 10 / 20 / 40) shield lasting 1.5 seconds.
| http://i.imgur.com/AVBubpK.png | E - Song of Celerity | |-
Speed up yourself for just over 1 second. Go REALLY FAST. Pulses give allies short but fast speed boosts to reposition in fights.
This ability used to be sort of a lackluster Sivir ult. The idea was, "tag as many people as possible so I can keep going fast for longer and more of them can go fast too." Now the idea is "I get to reposition, then give my allies tools to reposition." It should be more useful in fights, less useful as a tool for engage/disengage.
This first set is likely an overall nerf. It's intended to make Sona a little more vulnerable (positioning matters more), so we can make her ally bonus stronger. Its strength is comparable to the speed boost on Karma's shield, all things considered.
- [Buff] Cooldown:
12=> 10 seconds - [Nerf] Self duration:
Decays over 3 seconds down to the aura value. +0.5 seconds per ally tagged with the aura.=> 1 second, then rapidly decays over 0.5 seconds. - [Buff] Active self bonus MS:
13 / 14 / 15 / 16 / 17% (+ 2 / 4 / 6% from ult) (+ 7.5% per 100 AP)=> 10 / 15 / 20 / 25 / 30% (+ 3 / 6 / 10% from ult) (+ 7.5% per 100 AP)
This set is likely an overall buff and might be too strong. Live sona needs 600 AP to match this one's BASE (and the AP scaling is ~1.5x higher).
- [Removed] Allied Speed boost
Tagged allied champions gain bonus movement speed for 1.5 seconds. - [New] STANCE: Tagged allied champions gain
10 / 11 / 12 / 13 / 14% (+ 3.5% per 100 AP) (+ 2 / 4 / 6%)=> 2/3 of sona's bonus movement speed for 1 second.
| http://i.imgur.com/S0HzgCs.png |R - Crescendo | |-
Creates large aura tag on cast.
- [New] Time in the spotlight: All allies within 1000 range (ability currently has 1000 range) of Sona are immediately tagged with the bonus from whichever aura is active. Does not affect the tempo or range of the normal pulses.
#Thoughts:
I will admit the way Sona's auras scale with the spell rank, ap, and her ult's rank is a little wonky. It gives her a different power curve (better late, worse in lane). It's probably the first thing I'd change if the numbers on this kit weren't balanced well. At the same time, I'm concerned that this will make Sona's optimal play pattern, "Max one skill and never switch stances." The more I think about it, the more I think that in version 2 of this post, I will make Sona's auras scale with only her level (or her ult's level), not the skill's level. It will allow me to do some nice things with numbers to make putting points into skills feel rewarding while also incentivising her to use the right stance rather than just the strongest one.
What do you think? Let me know in the comments below!
, it doesn't feel particularly musical to me, even though I'm spamming r on cooldown.