Why are more tanks not like Sion?
Sion is the embodiment of everything Riot fetishizes in a champion
- telegraphed in a way that actually lets you avoid his attacks, so the punishment feels fair
- very high degree of player control; can sacrifice higher reward for reliability
- MUH COUNTERPLAYYYYYYYYYYY
- isn't one-dimensional and thus has a variety of builds and playstyles
- Feels pretty threatening for most of the game, even by himself
Why was this sentiment not echoed in the tank update or in the myriad of reworks that came around that point in time?
Galio
- Very reliable damage output, most of it's front-loaded
- Meant to be a niche counter-pick champion but his kit is valuable regardless of enemy comp (Amumu has similar problem but for his own team)
- Feels disproportionately punishing to the telegraphs he gives you, particularly on his CC chaining and his ult; can't cancel his taunt with crowd control
Probably the easiest to address because he's mostly just overtuned, but I wouldn't mind bigger changes that feel more anti-mage
Sejuani
- Telegraphed W tells you that she's going to hit more than she gives you the chance to dodge
- Very reliable crowd control, and on every single ability; damage has to be undertuned even for a tank to compensate
- Whether or not her niche power (melee stacking her stun) works for her is completely out of her control; doesn't feel fair for anybody involved
- Has no other purpose beyond her powerful CC
- Her main damage tool not being magic damage like everything else kills alternate builds
- Feels unbearable early-mid but after laning phase almost nobody should be worried about a solo Sejuani; still feels obnoxious when paired with her team
No idea how to salvage this; any changes that I would actually want would completely change the rework niche
Maokai
- Still has too-reliable normal abilities, have to be left undertuned and unsatisfying
- Too much focus is on his E, but there's not much counterplay to them because they can't be disabled or cleared, only outran.
- Basically turned into a mage support and then got nerfed for it, hasn't been seen since
- Can feel extremely overbearing early on due to his bush control when wards/sweepers are at a minimum, but a non-issue later on because boots tier 2 + an MS item makes saplings worthless against attentive players
- Ult is only good on ARAM; for how hard it is to get the most reward out of, it's very lacking in satisfaction
Maokai is salvageable but needs focus put into his not-E abilities. R should be made faster and more visible (like through fog of war), with maybe an ARAM-specific nerf as compensation.
Zac
- Hard CC on 3 out of 4 spells, yet still retains higher than average damage for a tank
- Same as Galio, punishes you too hard compared to the telegraphs he gives; landing E all but guarantees his ult
- Doesn't feel particularly high in counterplay even though that was a goal of the rework (his Q needed to change but spammable, instant AoE % damage is completely fine?)
probably just needs nerfs
Rammus
no idea how he actually is, to be frank. rammus players keep saying he's been neutered but I've seen him completely wreck shit more than a few times
More tanks should be like Sion.

, for example, has several ways to stop divers and protect her carries. Her W stops dashes, her E cancels them and she can lock people in place against terrain, and her ultimate can knock a whole dive group into the Milky Way.