A Little help for the big guy, Better risk vs reward for Sion

Spoofghoul·5/22/2018, 8:29:52 PM·1 votes·698 views

I could live with the early game nerfs if he actually had some scaling I can totally get behind that E nerf because along with comet it is really annoying and was too strong It shouldn't be his only choice though which it kind of is right now which is partly to blame on this thing called risk vs reward

Right now Sion has lost a lot of power in lane and his scaling got even worse considering he pretty much limps over and falls flat on his face past 20 minutes i think it might be a good idea to give him some love there His main strength always has been his early game but he lost so much of it with all the nerfs to it that his below average before the 20 minute mark and falls of very hard beyond that point His laning phase has become a lot more risky and a lot weaker as well he should at least have some reward tied to that risk which he currently does not He should at least get the opportunity to capitalize on playing well in the earlier stages of the game instead of playing like a god which is really hard with the recent changes)and falling off anyway Meanwhile you still risk falling behind early on ( pretty big risk right now) and you are very reliant on your farm to keep up stat wise It's kinda sour to stay on top of this aspect of his kit and keep only to not have it matter a damn thing past 20 minutes Let alone falling behind and getting zoned, which depending on how hard you get zoned can be pretty much game over.

So the risk comes down to being severely punished to game over And the reward is falling off past 20 minutes

That doesn't sit well with me so i propose some changes to help him out past 20 minutes into the game

Health regen change Hell nerf his hp regen further to 1 per second from 1.8 But buff his hp regen growth to 0.36 per second per level

Gives him at least some proper scaling in one of his tank stats and it matches his health stacking nicely at the same time it makes damage stick a little better early on it will take him at least the full early lane phase to catch up to current values. This change for the most part will make early trades slightly more risky and require more thought because Sion would not as easily regain the lost health But at the same time this is one stat i feel is apropriate for sion to scale really well in considering how his health can scale up ** level 1 stat buff** Buff his level 1 armor a little Like +5 or alternatively a small buff to health His armor is really low and this wouldn't even put him near any of the armor levels most of his opponents get to start with, keep in mind many of the opponents also start with more hp and better level 2 spikes With the early regen nerf he needs bit more security this will help with Q max as it is too risky to do so in current state. Mainly because of the self root making you vulnerable to all ins which Sion does poorly at this mini stats buff should help him over till level 3 where he has more tools, though not make him risk free before that, it's more of a get shoved out of lane vs dying thing

With the damage nerfs to E having some implications in other area's then lane security Most notably farming CS which is kind of important for Sion The pass through armor shred does nothing for him there, nor is it very reliable in team fights (mostly obsolete because of lack of minions there) and it doesn't make up for lost lane security or damage/waveclear lost either way ** W buff** I think a little scaling buff elsewhere could help I'm thinking about the W Q lost some power unless you rank it, E lost a lot of power altogether Buffing either of those won't do any good One way to secure lost damage and amp up his weak late game a bit would be to make W detonation damage scale with Sion's health and remove the damage cap vs minions/monsters (since it now scales with Sion's hp so no need for it since it wouldn't hit baron for tons of damage)

Now this has a few benefits to it

  1. it does not help him in the early game, overall this would be a fairly neutral change for the first 20 or so minutes of the game
  2. It neatly tied to it's passive and is reliant on Sion getting farm which enemy players can do something about for those first 20 or so minutes
  3. Even after those 20 minutes it is still not going to be a fairly noticeable change damage wise until a fair bit later into the game like 35+ where Sion really struggles
  4. It will make up for damage lost vs champions as well as minions and monsters later into the game and help Sion farm at later stages too, and as pointed out it doesn't really affect early game at all
  5. It has very simple counter play it basically warns you of the damage 3 seconds in advance during which you can either kill the shield or get out of range
  6. The bonus damage isn't that spectacular considering Sion doesn't get tons more health then other tanks doing so would require a trade off with resistances and tank passives on other items

There are also some other effects which imho are a bit more neutral

  1. Damage vs low defense targets goes up, mostly from mid game onward where Sion gets more hp then those targets although not by much until later into the game where this would become a lot more noticeable then again Sion has no reliable ways of getting to those targets
  2. The damage might be a little less for lower hp off builds, mostly vs high defense targets though. ** TLDR** Personally i could live with these changes For the most part this changes very little about the current early and mid game of Sion The big things are
  3. slightly less at risk of dying to an allin pre level 3 due to better starting health or armor should help with maxing other things then safe old E max
  4. In return damage from trades sticks better till level 6 with low early game regen
  5. Better Hp regen growth to match scaling health, therefore slightly more reliable scaling partially makes up for the currently super unreliable early game
  6. Potentially better scaling W to better reward a well playing(farming) Sion, also makes up for lost wave clear in that case. and this gives a better fallback pattern for if games go super long and enemy didn't capitalize on lead
  7. Most of these changes are neutral to lane phase and mid game but will help Sion post 20 minutes where he currently falls off very hard provided he earned it by playing well making him a lot better in risk vs reward as a champion pick

I honestly don't want stupid shit like comet Sion back, but i would like him to remain a decent pick. Right now the reward for playing well with Sion simply isn't there since he falls off too hard which is kind off odd considering he is supposed to be able to scale and his kit is very unreliable and his main strong point early lane which he reliad on for scaling got nerfed making him a whole lot more risky too I think Riot can do better than that. These changes should be simple enough to implement, they do not affect recent changes directed at changing play style and basically consist of a buff to offset unreliability to a degree and a potential reward for playing good ( or more punishment for misplaying)these changes fit Sion's risky nature and are aimed at adding reward to that risk.

kind of interested of what other Sion mains would think of these changes

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