Sona Concept - The Song of War

Stacona·4/9/2019, 8:03:14 PM·3 votes·2,863 views

This concept post is going to be a lot more experimental with more trial and error than you are used to. Overall points:

  • Sona is just kind of a bland, boring, and has no skill expression type of champion. Think about it, Sona presses button, ability does its thing. There is no room for the player to express their own personal play style to the champion so after 1 or 2 games with Sona, you mastered her, which makes most players bored of the champion pretty quickly.

  • What about playing against Sona? Aside from very minour game health issues, Sona does not really have much issues that is super frustrating to go against. So this post will be mainly focused on making Sona more interesting to play as and for longer, also known as making her more fun to play as.

  • What do I want to accomplish? The overall goal I want to create for Sona, and this will take some time to get right just on paper, is have the player playing songs. These songs, when played well, will bring your team to victory, but when played poorly, will hear the sour note of defeat.

  • How to accomplish this? Need feedback and fresh ideas for aid. There are multiple ways to go about it and the issue is keeping in mind Sona's need to be easy to pick up and play still, while leaving room for skill expression for players can make playing Sona their own champion and be invested into the champion hundreds of games later.

  • One tactic could be not having auras or an ultimate or normal abilities, instead each ability is a note which will modify and change the spell that will be cast, for example if you want more damage you use the damage notes, more healing then more healing notes, more crowd control duration then more crowd control notes, etc. and everything goes on the same cooldown once the spell is cast, with the spell always just being a simple area effect around Sona. This would allow simple to play and have skill expression at the same time since the player needs to choose the right notes for the right situation.

  • Another tactic could be playing off the auras more and forgoing spells entirely and the auras of lingering songs can blend together, up to two songs, with the first or second song being massively amplified. This idea may just result in the same problems she currently has however.


Attack Range: 600 units Movement: 340 units per second Attack Speed: 0.645 +2.5% per level Attack Damage: Low


NOTE: No mana required. I feel like this concept has enough restricting elements in place that mana as an additional resource should not be needed.


NOTE: Dance is a new crowd control being introduced here, think of it more like a charm or fear than a stun. They dance around in a circle in a small area, deciding between clockwise or counter-clockwise is based on what direction the enemy was facing and always moving toward Sona at first. The circle radius is tiny at roughly 150 units, maybe larger, with the targets walking along the outside.


NOTE: Sona has a resource bar indicating the amount of notes to be played before she plays her song. Perfect notes will not increase this metre further, indicating that on the 3rd note readied, she is ready to play her song on the next imperfect note (perfect notes being there to make the song more potent with skillful play). This is a rhythm game champion concept!

NOTE: Each note is colour coordinated and will show up on the resource bar as well. Thinking Q will be blue, W will be green, E will be purple / pink, and R will be yellow and give clarity to the enemy of what the song contains. Also a secondary resource bar underneath the main one that indicates all of the Perfect Notes that are in the song as well.

NOTE: Static cooldowns are in play to help control their note usage, to play the notes they want to play, also helps stop potential abuse that could result without them.


Perfect Metronome (Passive):

A pendulum is constantly swinging side to side below Sona, performing a note or basic attack while it is in the central one-third will perform a perfect note or perfect basic attack.

Perfect basic attacks deal 20 - 60 (+25%AP) bonus magic damage and reduce Song of War's cooldown by 1.5 seconds, 3 seconds against enemy champions and epic monsters. Sona's perfect basic attacks are instantaneous.

Perfect notes play on a separate track, adding to the song, but not counting toward the main song track, up to 2 perfect notes per song. Afterwards, perfect notes are treated the same as regular notes for the current composition.

Song of War: Sona does not have traditional abilities, instead she plays notes to change the song that will be played once the composition has been completed. Sona must play at minimum 4 notes to compose a song and then she plays it automatically around her, affecting applicable targets based on the notes that were played. Once a song is played, Sona cannot begin composing another song for 12 seconds [lowers with cooldown reduction].

Songs are played 600 range around Sona.

The last note played is held down for a weakened effect at 400 range around Sona, applying once every second. Only one note can be held down at a time. Perfect notes will double the current Held Note effect for 1 second.

Note of Valor (Q):

Static Cooldown: 0.1 second

Sona adds 20/30/40/50/60(+25%AP) magic damage to the Song of War and adds 5/7/9/11/13(+5%AP) bonus magic damage on hit for 5 seconds for allies.

Held Note: Deals 20/30/40/50/60(+25%AP) magic damage, cannot damage minions.

Note of Perseverance (W):

Static Cooldown: 0.1 second

Sona adds 15/20/25/30/35(+15%AP) healing to the Song of War and adds 18/26/34/42/50 increased range to it.

Held Note: Heals 5/10/15/20/25(+5%AP) health.

Note of Celerity (E):

Static Cooldown: 0.1 second

Sona adds 13/16/19/22/25%(+3% per 100AP) decaying movement speed over 2.5 seconds and 11/12/13/14/15%(+2% per 100AP) bonus attack speed for 5 seconds to the Song of War.

Held Note: Grants 4/5/6/7/8%(+1% per 100AP) bonus movement speed for 1 second.

Note of Crescendo (R):

Static Cooldown: 0.1 second

Sona adds an element of an irresistible tune that causes the Song of War to make enemies who hear it to harmlessly dance in a circle for 0.4/0.5/0.6 second (max 2.5/3/3.5 seconds).

Held Note: Slows by 20/30/40% for 1 second.


UPDATE NOTES:

Perfect Metronome: Made rewording changes and tried to clean up the space slightly.

Removed double the current speed of the pendulum on successful perfect note / basic attack until failure resetting the speed. Removed failed perfect basic attacks at 4+ notes to perform the song. Perfect notes are now on a separate track that is capped at 2 per song. After this limit, the notes act like regular notes for adding to the song to perform it.

Performing a perfect note (both on cooldown and after the 2 perfect note limit, so at any time) will now double the effect of the current held note for 1 second. Held note radius lowered to 400 from 450 units.

Note of Crescendo: Held Note slow decreased to 20/30/40% from 20/35/50%

(To account for double the slow with Perfect Held Notes.)


NOTES: This is to restrict well played Sona gameplay so that the player is rewarded for playing well, but is not over rewarded for playing extremely well and make a more consistent experience. I am fine with rewarding players for doing well, but there should be a cap to how much reward you can get out of it.

Perfect held notes makes the held notes have more interesting gameplay to them rather than the decision of deciding what effect you want out at the time, have some kind of real gameplay to them as well than just aura-effects.


23 Comments

Oleandervine4/9/2019, 9:27:02 PM4 votes

First of all, Sona isn't, and shouldn't be "The Song of War." Sona isn't a warrior, nor is she affiliated with war. It kind of ruins her character to have her suddenly need to be on the battlefield.

Second, Sona's method of play actually mimics using a piano. You press certain keys, and sweet music fills the air. While you think this constitutes as "low skill expression," it fits her theme very well. If her kit must be reworked to add more skill expression, I would rather have a small combo system such as QE does this, or QW does this, or QQ does this, and R remains as is. I think this would keep her with her musical "I press keys to play chords" while giving her more complexity.

SectionedOne4/9/2019, 8:07:36 PM1 votes

There are over 100 champions in the game, well re-do this one champion for you because "it got boring to play". wasted your time, gj on that ig.

Stacona4/10/2019, 12:21:26 AM1 votes

UPDATE NOTES (1):

Perfect Metronome: Renamed from Perfect Pendulum Reworded some things to make more sense Clarified that the perfect zone is one-third of the swinging area and notes and attacks do not need to be perfectly timed dead centre to get the empowered effect, just near the centre and good enough timing. Requires skill for the perfect notes and perfect attacks, not godlike timing that only Faker can achieve.

Damage of perfect attacks reduced to 20 - 60 +25%AP from 25 - 100 +50%AP

New effect added that allows one note at a time to be held down with a button press (do not actually have to hold down the skill key). This effect has a reduced range at 450 and applies every second while its note is being held.

Note of Valor: Static cooldown lowered to 0.1 from 0.25 second for better reactive Song of War usage

Held Note effect added that deals 20/30/40/50/60 +25%AP magic damage per second

Note of Perseverance: Static cooldown lowered to 0.1 from 0.25 second for better reactive Song of War usage

Held Note effect added that heals 5/10/15/20/25 +5%AP health per second

Note of Celerity: Static cooldown lowered to 0.1 from 0.25 second for better reactive Song of War usage

Held Note effect added that grants 4/5/6/7/8% +1% per 100AP bonus movement speed for 1 second per second

Note of Crescendo: Static cooldown lowered to 0.1 from 0.25 second for better reactive Song of War usage

Held Note effect added that slows enemies by 20/35/50% for 1 second per second


NOTE: This is basically adding her auras back in. It helps the player have something to do while they are waiting out the Song of War's cooldown. Is it perfect? Probably not, but it is a start at least for something great!

Let me know what you think about the changes and adjust feedback accordingly with popping in your own ideas.


lasreveR4/10/2019, 2:33:46 AM1 votes

I am totally on board with a Sona rework that adds more variability to her play as a champion (actually put up my own rework idea). She's definitely too autocast heavy right now and there's not much difference between an extraordinary sona player and a good sona player. I think that the note/held note idea is great and makes her play more like karma, which is a direction I think they should take Sona. Great post!

Stacona4/10/2019, 8:50:36 PM1 votes

UPDATE NOTES (2):

Perfect Metronome: Made rewording changes and tried to clean up the space slightly.

Removed double the current speed of the pendulum on successful perfect note / basic attack until failure resetting the speed. Removed failed perfect basic attacks at 4+ notes to perform the song. Perfect notes are now on a separate track that is capped at 2 per song. After this limit, the notes act like regular notes for adding to the song to perform it.

Performing a perfect note (both on cooldown and after the 2 perfect note limit, so at any time) will now double the effect of the current held note for 1 second. Held note radius lowered to 400 from 450 units.

Note of Crescendo: Held Note slow decreased to 20/30/40% from 20/35/50%

(To account for double the slow with Perfect Held Notes.)


NOTES: This is to restrict well played Sona gameplay so that the player is rewarded for playing well, but is not over rewarded for playing extremely well and make a more consistent experience. I am fine with rewarding players for doing well, but there should be a cap to how much reward you can get out of it.

Perfect held notes makes the held notes have more interesting gameplay to them rather than the decision of deciding what effect you want out at the time, have some kind of real gameplay to them as well than just aura-effects.