Sion - [E] Roar of the Slayer - Mini Update: Lower Range, but now with AD Scaling
This is just an idea, as someone who loves Sion and recognises that his E is an awesome ability that's both perhaps too good, and a little odd.

[E] Roar of the Slayer
- Cast Range Lowered:
725==> 425 - Non-Champion "Fling" Range:
775==> 575 - Maximum Combined Range Lowered:
1500==> 1000 - Added: if it hits a target further than 175 units away, Sion leaps up to 250 units toward the target
- Animation Changed: Sion throws himself at the target with his body (like cancelling his ultimate)
- (Initial Roar is no longer a projectile with a travel time, but an instantaneous target detection)
- (Sion's Melee Range of [175] + the max leap distance [250] = [425] which is the new max cast range)
- Base Damage:
70 / 105 / 140 / 175 / 210==> Basic Attack (100% Total AD) - Bonus Damage:
40% AP==> 40% AP & 0/20/40/60/80% Total AD - Units hit by "flinging" the target take the same damage, no bonus. (PBE 8.10)
- (Base Damage and AP Scaling might change if PBE 8.10 changes go live)
Objectives:
- Enhance the feeling that Sion should be getting into Melee and fighting with people
- Remove the oddity that is Sion flinging non-champions with sound, changing it to an affect of physical strength
- Maintain or improve Sion's Threat Zone, enemies should not want to be near him
- Trim Sion's huge poke distance while** maintaining the fun **of "Flinging" units and keeping the ability to poke and harass. Right now though its quite hard for enemies to get out of his range. The total range is losing third of the distance, but the fling range is only 200 units less. The enemy won't have to hide quite so far back, nor will Sion be able to endlessly poke from an incredibly safe distance.
- Maintain the option of building AP.
- Give Sion with more AD scaling, as his thematic is someone who wants to get into a manly fight.
- Power Shift for weaker damage early on, and instead increased damage later. At Levels 1 through 9, Sion has 68 / 74 / 80 / 87 / 95 Base AD. This would give the new calculation 68 / 89 / 112 / 140 / 171 damage or 80 / 103 / 129 / 158 / 197 with the maximum possible 12 AD from Sorcery + Domination/Inspiration Runes, which is a common choice for Comet Poke. Yes the rank 1 damage is equal if not stronger, but the higher ranks are weaker until higher level or more AD from items. This is because a tank shouldn't want to rank up their safe poke all the time without cost, instead the option should be reserved for poor match ups. At Level 14 with no Bonus AD (or at Level 12 with +12 AD) and max rank E will it reach the 210 damage it currently does. If Sion wants to maintain high poke damage, he'll have to sacrifice the tank stats from Resolve and or items to do so.
- As it now uses basic attack damage, the ability can now be a critical hit (looking at you, Stormrazor) however I'm hesitant to allow on-hit effects. PRO: Due to the follow up cast time of Q, Sion could get two Sheen procs if it did. CON: it would also proc Glacial Augment and do absolutely nothing because the ability already has a slow effect. HOWEVER, If Glacial Augment alone could be prevented from be activated by this ability, then I would be in favor of all other on hit effects being applied.
While I think this change would maintain the strengths of both this ability and Sion, while providing an adequate compromise of power. I would love to hear what people think of this.
EDIT: Additional Context
- A leap of up to 250 units is quite short compared to other abilities in game. Ornn's dash is 450 units. Braum, Galio, Gragas, Maokai, & Sejuani for example all have dashes/leaps of 600 or 650 units.
- I wanted the ability to become Physical, however Magic Resist is a most consistent Stat. Changing it to Physical would likely increase the damage it did in the early game to "squishy" targets, and that would be counter productive.