Sona does she need a buff?
So been playing Sona a lot recently and i personally just feel so weak for most of the game. By weak i mean that i keep feeling like i don't do anything meaningful for a large part of the game. Pre level 6, i'm only really a "threat" if i land a 2-3 powercord Q combo hits (a trick that's damn near impossible while chasing). Her heal is a joke, low base healing amount, tiny shield, and a fairly high cooldown and mana cost. Her movement speed "buff" is only used as a charge towards passive. Even after hitting level 6 she doesn't do all the much. Her ultimate makes team fights a bit easier and can allow you to punish people over extending, but you still aren't really doing much damage or healing wise. It honestly feels like I'm waiting till my 3rd item (not counting starting item);
,
,
before i have enough mana regen or cooldown reduction to really be useful for anything other then hit and run tactics. Even then i feel like i'm really just a ball of buffs for my team. It feels like it's not until around level 14-16 (depending on assists/ money gained off
) that i usually end up with enough money to build something other then my required items. I tend to go aggressive items at this point but i suppose to could get more support items as well if you wanted. Regardless that's a very late point in the game to finally start having money to be anything other then a super squishy support that's just a ball o' buffs. I know the fear is that if she get's to many buffs that make her early game "better" I.E. lower cooldowns, lower mana costs, more damage/heals that she can once again become this monster mid who's super hard to displace.
TL:DR Sona needs to have her kit come off cooldown faster, and cost less in the early game. As a support she's weak early game, fairly weak mid game, and can become a monster late late game.
I suggest 1 second shaved off her Q and W, along with 2 seconds shaved off her E. In addition i think that it would be nice if her W healed for a bit more, as well as cost like 10-20 mana less per cast at rank 1. This should hopefully make early game healing not put such a strain on her mana pool.