@Fearless - My thoughts on the Sona Rework, Gold Efficiency, and why it was Necessary.

Eapenator·8/6/2014, 3:54:09 PM·9 votes·1,549 views

Hey Fearless,

Despite what most people on the forums have been sayings (mostly the same passionate people over and over again), as a Sona player, I have found a rework to preserve most of the aspects that make a unique support pick that I play from time to time. While I played her quite often in Season 3 ranked as well as early season 4, she lost a lot of her appeal as a support pick due to the support gold income change making other champions outclass in her scaling, damage and utility.

From my experience, early supports like Taric, Alistar and Sona and Soraka were designed to be extremely gold efficient due to not having much income from supporting their marksman. Riot designed these champs in mind to be extremely effective without items (Alistar's ultimate, Sona's stat boosts, Taric's armor aura) These aspects of these champions were fine in a world where supports could not get many items, as it gave them the tools necessary to scale and still be useful.

With the support income changes however, the value of a support being gold efficient became diminished as supports were now getting enough gold to get items, and thus, being efficient with gold became close to irrelevant. Thus many of the older champions became outclassed in the support role because the strengths that they had in being gold efficient were not strengths any more, rather now a liability because other parts of their kit were toned down because it. This was a failure in Riots part because they failed to provide adequate compensation for many of these supports, which is why bot lane is in the state it is today, dominated by the supports that are able to make great use of the gold.

In Sona's case, her persistent stat boosts on her Q aura, W aura, and E were designed to keep Sona strong without gold. However, with the new income changes, these aspects of her kit that did not scale resulted in Sona having power spikes based on her level, not based on how she spent her gold or itemized. However, to be fair, Riot understood that adding scaling on Sona's persistent stat boosts was not the right way to go, because it resulted in an unhealthy mechanic. Imagine if the enemy Sona got ahead, and built enough ap that her q started to provide stats that mirror a baron buff. In reality, with the way Sona's auras were designed, it would result in Sona being extremely oppressive if she got ahead, or being very useless if she got behind (after all the nerfs to the aura's to accommodate the scaling).

Essentially, if riot wanted to add a healthy scaling mechanic into Sona's Kit, a rework would have to be done, and essentially, the aura passives had to be removed in order to provide Sona with the tools she needed to be a healthier champion in the league. Then came the rework. What is so great about this rework is that they were able to preserve so many aspects of Sona's kit, while being able to add meaning full scaling on all her abilities. Before, Sona could really only be played with a really tanky cdr build in order to survive fights and stay alive as long as possible to grant her effects to her allies (after pulling a clutch ultimate of course). Now, Sona can feel good about building ap items in order to provide stronger effects to her allies, such as a stronger q auto attack damage, a stronger shield and heal etc. The obvious trade-off for her, (and quite smart I have to say) is that a more AP oriented Sona will only be able to apply her stronger effects on a few allies without putting herself in bad position, while a Sona that has been itemized to be tanky can dart around the fight and provide her effects to as many people as possible, but the effects are much weaker.

Its trade-offs like this that make a champion well designed as well has promote active decision making and reactive building depending on team comps, which is more of what league of legends needs to have. So my final verdict on the rework is that Sona is in a much better place where her power can be tuned according to how she performs in the coming weeks. I absolutely love her new e speed boost, as well as her ultimate VU. I personally find the Q much better than before and find that my damage output is the same when poking, and even more when my marksman joins in. While high cc bot lanes can still pose a large threat to Sona herself, this has always, and will always be a weakness of Sona. Good Sona players always have played around this, and now they have even more tools to help them, and scale late. The only thing that I find may be problematic is Sona's W late game can be rather oppressive in sieges, as it heals a rather large amount when the enemy puts down some well-earned poke, even when the Sona is not building AP.

My only question to Fearless is that one of the main proprietors of the rework was clarity, as well as making Sona less of a passive champion and have her be more proactive with both her team and the enemy. However, I felt that what I mentioned regarding gold efficiency scaling was extremely important aspect in the design of Sona's update, yet I see it mentioned very rarely. Do you have any thoughts on this? I find that more Sona enthusiasts would be more appreciative of the changes if they understood this.

Thanks for Reading and I appreciate any constructive comments and criticism below - Eapenator

Edit. Darn was hoping for some feedback from Fearless or any red, it was my first post on the forums, but he hasn't been spotted on forums for 2 days T.T

37 Comments

FaerKhan8/6/2014, 6:19:31 PM5 votes

The main problem I have with the rework is that it is basically impossible to play her optimally now. She's 100% reliant on teammates to do anything at all, but I agree with you that her kit is probably healthier for the game now.

Currently, she's SEVERELY undertuned, to the point where she *has to play passive or she just straight up gets instagibbed. Pro tip, if someone picks Sona, counter pick her with Pantheon and completely demolish her and her adc. http://matchhistory.na.leagueoflegends.com/en/#match-details/NA1/1483003193/33429298

Pika3108/6/2014, 10:22:52 PM4 votes

I can't say whether her passive aruas were "toxic" to the game or not, but her new kit was a good idea at conception. However her numbers got lost in translation and she's come out far too undertuned. She used to be flexible, maxing either Q or W as was needed, but weaker damage output at every point in the game and requiring until rank 3 for Aria to ramp back up to strength makes it absolutely necessary to max W first turning Sona into a much more passive laner and a heal-bot. The abhorrently low range on her team buffs becomes highly relevant and noticeable later in the game when it becomes unreasonably difficult to frequently apply them to anyone, but the ADC. When it comes to Celerity, the poor range becomes most apparent whilst the removal of its passive aura and oppressively long CD make it next to useless, especially in a team-sense.

Mialee8/7/2014, 11:56:09 AM4 votes

You wrote "Before, Sona could really only be played with a really tanky cdr build in order to survive fights and stay alive as long as possible to grant her effects to her allies (after pulling a clutch ultimate of course). "

I have to disagree there mate Sona never had to be built tanky the only "tank" item I used to make is athenes if you consider the magic resist it gives a tanky stat otherwise full AP lich bane athene deathcap

How a champ is built is very subjective and depends on the player

A2ZOMG8/6/2014, 9:02:52 PM3 votes

"Oppressive when ahead. Useless when behind."

That my friend, is Leona in a nutshell. What does Sona's rework have to do with that?

Furthermore, the previous iteration of Sona did MUCH better building full AP because you actually had the range to assist people with your movement speed aura safely 99% of the time, including your front line. Not to mention Q Power Chord scaled better on towers during standoffs, is one important area where Sona is highly useful.

The rework actually forces you to build tanky CDR because of longer cooldowns and really awkward positioning requirements and because her auras have really silly base numbers.