Talk:Sona/@comment-5224716-20140730141915/@comment-5955640-20140731025743

Really? Last I checked when playing AS Morgana against a Sona I found countering her only active contribution in a fight (I mean the marksman often doesn't see the ult coming but you should be able to feel it I mean Sona has to be in your face. I'd take that ult over Annie's ult stun or Fiddlestick's ult anyday those are much harder to survive from) to be pretty strong and if she gets caught with the Q she can't really escape and her stun doesn't stop your snare.

I actually didn't notice the loss of damage really. I did pretty much the same amount so I have to ask if people are getting more than 15 ability power and getting magic pen for early game in the form of runes and masteries?

Marksmans don't have scaling magic resistance and neither do most supports so pen in the runes, Spell Weaving, and Sorcerer's Shoes with buying a couple AP items is more than enough to have the damage Sona had before but now you have to make quicker use of the Q's strength as opposed to before where a persisent aura of blue made all your damage relevant (although personally I never found playing Sona offensively to be effective, there are so many safer forms of harass in terms of support choices even before the changes).

Sona actually feels pretty good the only change was really that you have to be in the action and good at kiting and juking (oh and get some CDR you'll really need it). Other than that Sona is exactly the same which totally includes the part where if she doesn't do well she falls off which is obvious because that was the case with Old Sona as well. You either landed the ult and got a teamfight going in your teams favor or you lost the trade.

It really is just a matter of you being dependant on creating a large safe zone with your spells as opposed to letting the aura create the quasi soft zone where you deceptively hold the lane or poke the enemy to death.