What Sona can teach us about Teamplay as a Design Value

Tahalden·8/28/2014, 3:35:50 PM·3 votes·1,162 views

I've written an article over at Cloth5.com about Teamplay and applied the design value to Sona and her rework. I can't post the whole thing here because it's too long, but I included the link at the end of this post. Hope you like it! Feedback and remarks are most welcome!

Here ye have the TL;DR: In a PvP multiplayer game, satisfaction can be achieved through promoting Teamplay. Achieving victory together rather than on your own is generally more satisfying. Hence Riot wants to encourage teamplay through abilities as well as making sure team-oriented strategies have more success overall.

Three aspects concerning teamplay are essential for abilities. Is a response from your team…

  1. … possible?
  2. … clearly communicated?
  3. … interesting?

Given this set of rules, we’ve seen a clear trend from Riot to move away from global abilities and passive stats auras. In fact, recent champion releases see an increasingly interactive approach to what a team-oriented ability should be, and not only on support champions!

Sona has always been one of the most iconic support champions through her aura gameplay. But passive auras providing free offensive or defensive stats to an entire team in a wide radius does not promote teamplay. Such auras typically contain a lot of underappreciated power leading to a rather dull gameplay pattern.

Hence the Sona rework. Her aura gameplay stuck, but with an interesting twist. Short-range, one-time interactive effects make her the aura juggler in the thick of battle that she was originally meant to be. Sona’s new gameplay encourages highly mobile and team-oriented patterns. She’s a great example of what Teamplay as a design value can bring to the table.

Do you think Sona’s rework was successful? Will it take a while for players to get the hang of her new kit? Which champions do you think offer amazing potential for teamplay? Drop a comment below!

Read more at http://cloth5.com/6-design-values-part-4-teamplay-sona/ !

10 Comments

67chrome8/28/2014, 4:36:23 PM4 votes

But passive auras providing free offensive or defensive stats to an entire team in a wide radius does not promote teamplay.

It doesn't obviously communicate to a team or randoms that Sona is ideally suited for team play, but Sona could fallow her team around anyways and force them to use those auras.

With her rework? I'm less inclined to actually help my team with Sona now - her damage and speed auras are almost unusable by her teammates now. A duration, radius, or specialized buff would be one thing - but with all 3 on Valor and the first 2 on Celerity - Valor and Celerity largely feel like Sona only buffs.

Which is cool if you like zooming around and Lich Baneing things to death, because Sona's considerably better at that now.

Pretty bad if you wanted to help push turrets down faster, boost allie's potential to push turrets, aid in last-hitting potential with that AD, aid in sieging potential with that AP, aiding in every burst and auto-attack skill with that AD/AP aura. Darius and Cho'Gath could even unload better true damage prior to Sona's rework.

Now - Nami is largely better in every way than Sona for actually supporting. Her on-hit buff can reach allies further away, her speed buff can hit the right targets from a little further as well. Main (tactical) reason to go Sona over Nami was auras and lower cooldowns, both of which have essentially been removed when you consider Nami's buffs are arguably easier to apply than Sona's auras. Only reason to play Sona now is basically not being up to snuff with landing Nami's stuff, which is a little harder to use properly - but she automatically gets Celerity on her Valor/Perseverance stuff, and gets an AoE stun bubble instead of a sheen proc.

I actually likes supporting with Sona and grabbing stuff like Bulwark, Locket, Omen, and Talisman on her depending on the situation. Now - you can't really pull off supportive utility or supportive tank auras with her anymore, she just doesn't bring enough benefit to her team that way. With the auras - 20 AD and 20 AP was pretty solid, pair that with CDR bolstered heals and that ultimate and Sona was pretty effective as a 100% supportive unit. Now - unless you build a lot of AP on her, there's not much supporting you can really do, and she feels more like mage played as a support deal.

Eapenator8/28/2014, 4:35:59 PM2 votes

I think everything regarding her game play was improved, as well as there being more options to tweak her in the future without creating toxic gameplay patterns.

The only thing I wish for is that they kept the persistent effect sounds on each skin because that is what separates a lot of the skins from each other. Now, the songs stop abruptly when her aura ends, and as a multiple skin owner of Sona, this is detrimental.