1 More minor buff for Sion
While the recent Sion buffs have been much appreciated and a step in the right direction. Making him more rewarding for playing him properly by being able to get more hp for good cs numbers or landing full charged ultimate's, i kind of miss one more thing
This is one thing which has always bugged when playing
And i have been maining him ever since his rework, so it's been a while now
His Q dealing reduced damage vs minions & monsters
It's 33.4% lower vs monsters And 67% lower vs minions
I can understand the need for this in the early game, one shotting minion waves and monster camps by maxing Q first would not be really fun to play against.
So i am not asking for the reduced damage to be removed entirely
What i am asking for is for it to go away at later stages of the game
This can be done by decreasing this per level and make it go away gradually, for example roughly 2/4 % more damage per level
Or Have this effect diminshed per ult rank/max level
Which could be something like 40% at 6 60% at 11 80% at 16 100% at 18
Also a bit gradual but more in spikes with full damage at max level unlocked
It's should not be tied to the Q ability's rank because that would cause issues when you rank it up first
The benefits to doing this are simple
Sion can actually farm later in the game without spending half his mana to charge up 10 Q's to kill a caster minion Or being forced to build sunfire cape or be stuck tickling minions and monsters for an eternity
This would be such a massive convenience buff, i wouldn't have to build full damage or be forced to build tank waveclear items in order to farm properly once the game goes longer then 20 minutes
Other tanks don't have to do this either their abilties function properly vs minions so they can actually opt into building other tank items that are not sunfire cape Personally i just stick with Cinderhulk, or i build damage items and just auto attack the minions instead
I can guarantee you that this is one of the main reason why Sion has been struggling so much since Sunfire had been nerfed. Sunfire got worse at everything it did, it even got worse for waveclear with the range reduction because you can no longer use it on the whole minion wave effectively.
With a kit that screams go farm a ton of minions & monsters (and champions ofc) Being handicapped in doing so just seems wrong
It also makes it all too easy to just shut him down, Not being able to farm properly late game or having to opt into sub optimal items to be able to sort of band aid this sucks.
If you shut him down early, you essentially take away his health pool because all he has left is the mid game to farm, and you are ahead by them three times over because he can't really scale off of his shitty base stats nor does he have the farm(hp) to do so safely nor the items. And he can't really catch up by farming later as it would take ages to do so since his damage vs minions is handicapped.
I don't care about the handicap vs minions in the early game, that is only balanced, what i ask for is to have it gradually go away towards the late game in a balanced way.
It would open up item slots to build other tank items earlier in the game if you do not necessarily want to have strong pushing power earlier. And leaves you with the possibility of not relying on the wave clear items later in the game to farm either so you can get a different item if you want too. It also leaves a comeback option if you get behind early by allowing you to farm in a more reasonable time frame late into the game so it will be up to your opponents to take advantage while they are ahead. Delaying you rather then simply stopping you then and there.