Sona long range weaknesses on a short ranged champion
So does anyone play Sona as a super defensive champion? like i know she has a bunch of semi overpowered interactions with some items
being a good example. But does anyone actually player her as a back line support where you focus on her heal and movement speed buff and level her damage ability last, as well as going mostly team focused items rather then raw AP/ damage items?
Like there are a lot of things about this champion that seem to just scream "i'm a team based back line support", look at my abilities all giving my team buffs.... But at the same time she feels like a poorly designed short-medium ranged mage. You have one offensive spell, that does pretty piss poor damage without a bunch of AP and requires you to go in for a follow up auto to get the full benefit. A TON of your utility is based around your passive and the things it can do....... but you need to get pretty close to a target and auto attack them to trigger it. These wouldn't be that bad if Sona was naturally fast (325 MS), if she had mobility in her kit (no dash, no blink, your movement speed buff shuts off when you are damaged), or if she was able to take a hit (one of the lowest base health pools and one of the the lowest scaling health pools). I love the champion but it honestly feels like Riot never got around to changing what her built in weaknesses were once they changed her WAY BACK in 4.12 (or what ever that patch was where they totally reworked what her aura do and how far away they can effect allies).
Sona needs a more defined identity. If she is suppose to be a squishy support, remove the need to be in fairly close proximity to enemies to trigger such a large amount if your utility. If she is suppose to be a short-medium ranged mage give her the tools to do that job, more damage / ability to take a hit / more then one offensive ability / some decent mobility.