Sona Rework: Gains and Losses
Since the Sona QQ seems to have died down a bit, I figured it might be a good idea to talk rationally about exactly what Sona gained and what she lost so that I can understand the ideas of the designers, the people saying she's OP, and the people saying she's UP a little better. Many of these changes are not direct nerfs or buffs, so it's up to the playerbase to decide what they mean. I'll be saying my two cents at the end.
Gains: 3 more base armor (12 -> 15) 7 more health per level (70 -> 77, offsetting the health she lost at level 4) Higher potential burst on her Q (with auto), especially in combination with at least one ally (10+.25AP damage at all levels for Sona alone, an additional 20-60+.25AP damage per ally in addition) % Missing health healing, changed scaling so that heal now has more base damage at level 5. A shield on W for 35-115+.2AP damage (AoE) that lasts for 1.5 seconds % speed bonus instead of flat (Easily more4 powerful as the old buff, though with MS decay) Higher scaling on E Crescendo now gives extra damage, healing, and MS NEW ANIMATIONS
Losses: "Permanent" Auras Tower Pushing Ability Aura Range (350 range versus 1000) +50% power chord damage with Q instead of +100% 27 health at base, offset by level 4 1 more second cooldown on Q (7 -> 8) 10-50 damage with a "safe poke" on Q Flat AP and AD 3 more second cooldown on W (7 -> 10) .05AP on W's ratio 10 higher mana cost at all levels Flat armor and MR 5 more second cooldown on E (7 -> 12)
Having played her some since her release (not going to claim mastery, so think of this as the concerns of a casual Sona player), my main concerns are highlighted above. First: the good news. The new Q is awesome when people remember to auto an enemy with it, as the damage is made up with a straight up auto. I am worried about how AP characters seem to have been shafted here (compared to 20 AP), but overall I like it. The new animations, especially Crescendo, are awesome. Loading some of her pre 6 abilities' power onto Crescendo was a strange move, but it also helps her to keep scaling throughout the game.
Now, what worries me. She lost permanent auras, which means that, combined with her higher cooldowns, she actually tends to have downtime where you're not benefitting your team at all. Unless you take Ryze-like consideration into account for skill rotations, you will likely have time where all your abilities are on CD and you have no auras up, which feels weird compared to old Sona. Many of my in game frustrations with her revolved around those much longer cooldowns and made me feel FAR less useful than I did with old Sona.
Your aura ranges are less than an auto range for any ranged champ, which means you pretty much need to have your face in a teamfight to give people your bonuses. As powerful as those bonuses are, I feel like a lot of their power is going to waste because you can never actually seem to reach people in time to get that extra length of time on your auras. While hugging people is nice, I don't really feel you should need to be hugging your teammates to give them your bonuses.
Sona lost her flat AD, AP, Armor, MR, and tower pushing ability. 20 AD was a very nice boon for pushing down towers that Sona no longer provides, taking away the utility she used to bring to a push or siege comp. She also loses fairly considerable durability, made worse with a mysterious 1-3 phase where designers decided she should be squishier. While this is somewhat offset by the personal armor boost and the shield, it's quite noticeable in lane when I get jumped because that Thresh just landed a flash hook or teamfights when my shield gets torn through like tissue paper because I'm shielding my ADC, who has no resistances.
Please correct me if you feel that I am wrong on any of these points, but based on what I'm seeing and my personal experiences, Sona is just too squishy to make this style work (5th lowest health at level 1, 7th lowest at level 18). Too much relies on her getting both AP (better bonuses) and durability, which isn't going to happen on a support's income. Any assassin is going to take her out in a second unless she's building full tank. The higher cooldowns make her generally feel less useful and while, yes, that's the price we pay for more powerful abilities, I'd rather see lower power on those abilities and lower cooldowns so that she can keep being useful as a support. I'd like to see higher durability on her because she's still squishy and now being put into the middle of teamfights to remain useful, which is a fact that should not be paired with a long range mage's squishiness.
While her level 1 teamfighting ability has gotten substantially better, I feel that Sona has gotten substantially weaker overall. She's countered by assassins, tanks, and AoE teams of all kinds and flavors. The bonuses she offers, while powerful, are so difficult to effectively apply, especially in chaotic environments like solo queue, that much of her power goes to waste. With the new Sona, I feel we need to get rid of (or reduce) some of those glaring built in weaknesses, polish up some of her strengths, and remove that recommended tag, as she's no longer the beginner level support she was.
Agree or disagree, please keep discussion civil and if you feel she was trashed, focus on what we can do to fix her problems instead of whining. If you feel she's already strong, feel free to convince me as to why. If you feel I missed anything from above, please let me know and I will add it in.