Small buffs to Sona

only zhule··7 votes·920 views

So thought i would see what other peoples thoughts are on some small buffs i thought of for Sona. Let's start from the top i guess.

Hymn of Valor: Could we have it so that Sona's attack damage buff can effect structures? It's a single use damage buff, and the bonus damage isn't even that high.

Aria of perseverance: I personally would really love to see the shield this gives be doubled in duration. I don't need more healing, don't need more shield. Just a simple buff to how long the shield is active. As it stands the shield often just doesn't last long enough in the early game to block the damage you want it to. With slow basic attacks and the very short range of the aura, more often then not the shield simply falls off before blocking its full amount of damage.

Song of Celerity: 1) Much like the shield buff, I would really love to see this ability double in duration for allies. The spell is quite possibly one of the worst if not THE WORST spells within the game. Leaving players little choose but to put points into it last, or be viewed as a troll (which lets be honest is what you are if you are ranking this up over either of your other spells). a 1.5 second small movement speed buff is laughably short. This also results in the situation that you will often have a Sona player blasting this spell 6 to 10 times, every time it's off cooldown, simply going from one base to the other in a straight line.

Song of Celerity: 2) Would it be possible to give Sona back the ability to buff the movement speed of allied minions tagged with Celerity? This was a super cool little mechanic way back before her rework, and i have never really understood why it was removed. It is a buff no doubt, but i can't imagine it having a huge impact on the game.

Song of Celerity: 3) I think it would be super nice if this spell also negated unit collision while active. The spell starts at a 12 second base cooldown, currently has a 1.5 second duration for allies and a 3 second +.5 second per ally tagged duration for Sona. My thoughts on this, is that it allows for small advantages for your allies to use, such as walking through creeps to get that last auto attack on a fleeing enemy champion, or being able to land that skill shot that they would have missed because you drew minion aggro. It also provides a fix for Sona's need to be close to enemies to get off her Q + AA while lacking mobility to then get out of range after poking. For those worried that it provides to much escape power, do remember that at level two Q + E, costs Sona over 100 mana per use. So if she has to pop both per poke, she will VERY quickly run out of mana .

5 Comments

Dominick Destine3 votes

Sona has a modest bust / playrate with a pretty high win rate (almost 53%).

She does not need buffs.... but if I were to suggest a buff it would be to boost her atrocious movement speed. For what reason is she, a champion with horrendous defensive stats and only a mediocre ULT CD 'stun', have 325 ms but LeeSin who has multiple gap closers, stuns and is manaless, have 350 base ms. WTF logic is that?

Yes. Sona is ranged but Lee has multiple gap closers and is manaless. Evelynn is 340 ms.

only zhule2 votes

[{quoted}](name=Dominick Destine,realm=NA,application-id=3ErqAdtq,discussion-id=oJ7lY58o,comment-id=0000,timestamp=2016-03-05T19:21:29.480+0000)

Sona has a modest bust / playrate with a pretty high win rate (almost 53%).

She does not need buffs.... but if I were to suggest a buff it would be to boost her atrocious movement speed. For what reason is she, a champion with horrendous defensive stats and only a mediocre ULT CD 'stun', have 325 ms but LeeSin who has multiple gap closers, stuns and is manaless, have 350 base ms. WTF logic is that?

Yes. Sona is ranged but Lee has multiple gap closers and is manaless. Evelynn is 340 ms.

I was trying to keep all my buff suggestions, things that didn't make her burst better. But i do agree she is WAY to slow / each to catch for a champion who's a bit under par damage wise (for a mage)

7fIrvwfP3i2 votes

I'd like to point out, as a Sona Mid main, I don't think she needs buffs. Here's why:

Passive: This thing is brilliant. You can burst (Staccato), reduce the carry's damage (Diminuendo), and slow an escaping enemy (Tempo). Getting to that three stacks is also fairly easy. If you mix this with a Lich Bane, your damage output will one shot squishies if you use Powerchord.

Q: Hymn of Valor. This attack itself and the damage buff to allies doesn't apply to tower, which I think is fair. That's 60 damage plus 20% of her AP to EVERY ally in range. This means, as a support, her and her adc can push harder if this damage can hit a tower. This isn't okay. Sona, as a support is a utility mage, with heals, movespeed, and poke. When she reaches Powerchord, she can use that damage personally to hit a tower (20% AP to 28% of her AP), however on support Sona, this damage is negligible.

W: Aria of Perseverance. This is a heal that scales with how much health you are missing, without some hard cap like Soraka. The more health you are missing, the more this will heal you. Having a minor shield on top of it is icing on the cake. If you wanted to buff the shield duration, something would probably happen to her heal to balance it. I like how it is now. I've saved many lives from Karthus ults as is.

E: Song of Celerity. You say this is the worst spell in the game. Granted, Sona has atrocious move speed, and this spell could have at least given Sona a small flat bonus as a part of her passive or something to give her more reason to pick it. However it really is strong as a team boost. It's like a miniature Sivir ult. She uses it and her whole team can gain movespeed, and the more people she affects, the longer her self buffed speed lasts (5.5 seconds max). This also scales with AP. When you play her with loads of AP in the mid lane, the scaling on the AP is usually enough to keep 1 point into it until you can't level up anything else.

General Sona "Problems" reading through your complaints, I see it's just typical problems. Her mana costs early aren't so bad if you take the mana regen mastery, and if you play to her strengths by simply using Q to poke and farm at the same time. If you have Doran's ring, you get that mana back quickly. Don't spam her abilities, that's like plucking random guitar strings and hoping you sound like Rolling Stones. Usually you want to see what's going on when it comes to using abilities. Save the heal since it's the most costly thing you have, even more so than your ult. Your Q costs 50 mana early, and if careful enough you can use it constantly without running low on mana. Late game, you usually have items that help this, so it's a lot easier to stack that passive.

R: Crescendo. This is where my only real problem lies with Sona. This thing is kinda dumb. It has some fair damage, but only a 50% scaling. Understandable for a support. However the stun. If you land it, at any rank, it is a 1.5 second stun. With Sona's internal cooldowns, you might be able to get off 1 more ability or 2. This limits her ult to 3 situations: Team fight initiation, Cleaning up, and Escape (Which it isn't even that good at helping escape). Any other use is almost pointless because it has little damage to deal, the stun is so short, and the cooldown is long compared to some other ulties. The only thing I think keeps it balanced is it's passive, which buffs the capabilities off all your abilities per rank of your ult. But I mean, Whoopie, you give your allies 10 more damage, 10 more shield health, and 2% movespeed.

I know she has a fairly high winrate, but she's simple and reliable in soloqueue. Other supports like Thresh require your adc or team know how to follow up a hook dive or how to use a lantern.

only zhule3 votes

[{quoted}](name=J0HN CEgnar,realm=NA,application-id=3ErqAdtq,discussion-id=oJ7lY58o,comment-id=0001,timestamp=2016-03-05T20:20:38.662+0000)

I'd like to point out, as a Sona Mid main, I don't think she needs buffs. Here's why:

Passive: This thing is brilliant. You can burst (Staccato), reduce the carry's damage (Diminuendo), and slow an escaping enemy (Tempo). Getting to that three stacks is also fairly easy. If you mix this with a Lich Bane, your damage output will one shot squishies if you use Powerchord.

Q: Hymn of Valor. This attack itself and the damage buff to allies doesn't apply to tower, which I think is fair. That's 60 damage plus 20% of her AP to EVERY ally in range. This means, as a support, her and her adc can push harder if this damage can hit a tower. This isn't okay. Sona, as a support is a utility mage, with heals, movespeed, and poke. When she reaches Powerchord, she can use that damage personally to hit a tower (20% AP to 28% of her AP), however on support Sona, this damage is negligible.

W: Aria of Perseverance. This is a heal that scales with how much health you are missing, without some hard cap like Soraka. The more health you are missing, the more this will heal you. Having a minor shield on top of it is icing on the cake. If you wanted to buff the shield duration, something would probably happen to her heal to balance it. I like how it is now. I've saved many lives from Karthus ults as is.

E: Song of Celerity. You say this is the worst spell in the game. Granted, Sona has atrocious move speed, and this spell could have at least given Sona a small flat bonus as a part of her passive or something to give her more reason to pick it. However it really is strong as a team boost. It's like a miniature Sivir ult. She uses it and her whole team can gain movespeed, and the more people she affects, the longer her self buffed speed lasts (5.5 seconds max). This also scales with AP. When you play her with loads of AP in the mid lane, the scaling on the AP is usually enough to keep 1 point into it until you can't level up anything else.

General Sona "Problems" reading through your complaints, I see it's just typical problems. Her mana costs early aren't so bad if you take the mana regen mastery, and if you play to her strengths by simply using Q to poke and farm at the same time. If you have Doran's ring, you get that mana back quickly. Don't spam her abilities, that's like plucking random guitar strings and hoping you sound like Rolling Stones. Usually you want to see what's going on when it comes to using abilities. Save the heal since it's the most costly thing you have, even more so than your ult. Your Q costs 50 mana early, and if careful enough you can use it constantly without running low on mana. Late game, you usually have items that help this, so it's a lot easier to stack that passive.

R: Crescendo. This is where my only real problem lies with Sona. This thing is kinda dumb. It has some fair damage, but only a 50% scaling. Understandable for a support. However the stun. If you land it, at any rank, it is a 1.5 second stun. With Sona's internal cooldowns, you might be able to get off 1 more ability or 2. This limits her ult to 3 situations: Team fight initiation, Cleaning up, and Escape (Which it isn't even that good at helping escape). Any other use is almost pointless because it has little damage to deal, the stun is so short, and the cooldown is long compared to some other ulties. The only thing I think keeps it balanced is it's passive, which buffs the capabilities off all your abilities per rank of your ult. But I mean, Whoopie, you give your allies 10 more damage, 10 more shield health, and 2% movespeed.

I know she has a fairly high winrate, but she's simple and reliable in soloqueue. Other supports like Thresh require your adc or team know how to follow up a hook dive or how to use a lantern.

You comment about being a sona mid main is some what questionable with the 1 game found played as her in your match history.

Her passive really feels like smoke and mirrors. Sure on paper reducing the damage output of an enemy by 20% for 3 seconds sounds AMAZING, but with how the game currently works, how often do you really get that ability to function the way you want it to. Most often, you land the empowered attack AFTER the enemy has already unloaded on you, or if you do manage to do it before it's often a suicide move made to save a teammate (surprise damage reduction from a bush, followed up by the enemy blowing your face off through the 20%+ damage reduction). Like wise the movement speed reduction is a joke. Given that you have to be within 550 range to fire your auto attack, given that it only lasts for 2 seconds, and given that you have to stop to Auto Attack, the champion you are using it against will almost always have managed to either close the distance on you or have put enough distance between you and them that the minor slow will not be enough to catch them. So in all honesty Sona really only has 1 powercord that is commonly used, because being able to output an additional 150-300 magic damage will almost ALWAYS be more useful to your team then negating 50-100 damage to one ally, or slowing a champion with super high base movement and/or a gap closer.

If the worry is that the magic damage is too high (possible since they made towers have higher health but lower armor/resistance) simply have it do 50% damage. Still makes her a good choice for a siege comp, but reduces the ability for her to take her team and chunk 40% of a towers health with 5 auto attacks.

A bad heal that gets better the closer to death my allies are, is not exactly impressive. We might have an argument if it restored a % of max health per use, thus making it very nice for more tanky champions, but as it stands the more health your ally has the more they have to lose for the same level of bonus healing. Even at max level you are often looking to spam this thing to negate damage your ally has taken.... Which leads to mana issues unless you are already rocking a lot of MP regeneration.

Your comparison of Sona's E to Sivir's ultimate is some what apt. Except try to imagine if Sivir could, and basically had to, crack her ultimate twice simply so her team could run up middle a tiny bit faster. This is the issue with Sona, her movement speed is so short lived and tiny without massive AP, that you have to blast that thing over and over and over to see any real results.

I really wish her ultimate didn't have the bonuses to her other skills factored into it. While nice, it kind of feels bad that a chunk of it's power is simply making your other abilities ever so slightly better every 5 levels. "WOO i hit level 6, now my auto attack does 10 more damage... i shield for 10 more... and my movement speed bonus goes up by 2%. And i can look forward to this happening again in 5 levels, and then 5 levels after that."

7fIrvwfP3i1 votes

1 Game played as her? My match history is bugged then because I have almost 120k points in her where I only play her mid. I can even link a good 7 or 8 matches out of my last 20 that have been Sona mid, I'll show you my best 3 matches. Here's a recent one. Another one. And this one.

I have a few of losses too, but often times, people underestimate me. I disagree with most of your reply, but here are the main points:

  • Sona's passive on paper seems pretty lackluster but ingame, it means a lot. I've stopped a zed from killing me by using a Green powerchord before his ult combo, I've never really used the purple one....but this passive's strength mainly lies with Blue Powerchord. Using this in collaberation with Lich Bane and Thunderlords, you can one-shot squishies early to mid game. That's where Sona's main power lies, with her massive early harass and ability to sustain herself (and adc if support), and late game have enough utility to keep her useful when she falls off statistically.

  • Her heal isn't bad. It starts off low, with a 20% AP scaling, and both the flat amount and AP scaling increase with lower health. For example, if you have only 30% of your health, that's an additional 35% more healing (About another 9% AP). This doesn't seem like much, but considering it also grants a shield of about equal value and is on a fairly low cooldown (Most Sona go for CDR, so it's on a 6 second cooldown), as well as being the farthest range heal other than a Soraka ult, (With the shield portion being capable of applying to 4 allies), this makes it VERY strong.

  • Her E isn't bad either. It's not good, but certain not bad. Considering she can use it to help her team get to lane faster, and unlike her other abilities, it's mana cost doesn't scale up, it makes it fairly okay. I'd be upset it the cost increased, but as is, it's utility, and I use it to catch in my Q AA range. Although I'd rather they rework this ability to do something else, and make her ult's passive give small amounts of movespeed instead of small flat bonuses to her spell casts, this doesn't mean this is a bad ability.

  • Her ult isn't supposed to be relied on her the tiny boosts, rather the utilty of it's stun and damage. However, as I already said, I feel these are unreliable at best.

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