A rework idea to give Sona more options

smile916·2/18/2019, 8:39:07 PM·1 votes·1,845 views

I remember reading complaints that a lot of supports - including Sona - were feeling kind of plain. I basically main Sona and enjoy playing her for things like managing spell order and figuring out what items to get since she is kind of flexible in that regard. I just thought of a couple of ideas to maybe make her more interesting to play while not actually changing what people like about her now.

  1. All auras are activated when the player releases the button, holding the button down longer costs (probably much) more mana but increases the strength of that aura. This could make auras cool for things like predicting when an enemy kat is about to jump in and ult and getting a larger shield for defense, or waiting in a bush and charging a q aura to help the team burst down that first enemy that comes in.

This could make bursting Sona down much more difficult, which is supposed to be one of her weaknesses. Perhaps counterplay would have to come in limiting how long she can charge up an aura, how strong it is, mana cost, or maybe giving teammates the buffed aura but giving her the normal one so Sona can still be bursted.

  1. The player can press multiple basic abilities at once (sort of like playing an actual chord on an instrument) costing slightly more mana to combine them, but at the expense of not getting an aura. This would also mean that her empowered auto gets the benefits of the pressed abilities. So pressing q and w together would send out the damage and heal herself and a teammate. Then her empowered auto would both have higher damage, and lower the damage of the enemy hit; No one would get the extra damage aura from her q, or the shield from her w.

This would be good in the laning phase. An enemy Jhin is low but, has his fourth auto. He wants to flash under tower to get a kill and walk out. Sona may want to q and w to try to make the tower kill him and lower his damage just enough so hopefully he won't kill his target.

Overall

I would hope that having changes like this give her more options for what to do, so perhaps instead of thinking "I need to heal" a player may think "My team has decent hp, I can charge my w for a better shield, then spam w for healing again" or "that Kennen is looking to ult, I need to charge a shield before he gets here, except my adc is really low, I'll have to exhaust and auto to lower his damage while charging an e instead so they can get out".

Ideally, these options would have disadvantages so one option isn't bad or better in every circumstance and something would have to happen so Sona can't/shouldn't constantly charge w shields before a fight happens forever. I would think holding a skill means it doesn't start its cd until the player releases it and not getting an aura for casting two skills would suck, or increase those cds.

Also: It is worth noting in this specific situation Sona could be played the exact same way she is played now, this just gives her more circumstantial options, which really may make her overpowered. This is just a suggestion for ways to make her interesting without adding skill shots, and keeping the buffs she currently gives teammates intact.

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