@meddler, Vanguard update Sion, list of things i want
Not much changes he is pretty good already he is fun to play and doesn't really need any kit changes but he could use a few improvements. The changes i am looking for are to improve his niche for a health scaling tank without really changing his kit.
And while some other people have suggested some improvements, there is one in particular that i see almost nobody ever talk about but i think it is an important one. So i will start with that one.
1. The Q, it deals reduced damage vs minions and monsters, and while understandably a good idea for the early game, otherwise he would clear entire waves with 1 Q in lane. I really don't like this later in the game.
Every other champ cuts through minions and monster camps like it's nothing meanwhile im throwing 17 Q's at the wolfcamp and the motherfucker is still alive . . . Or i have to fight a minion wave for ages compared to other tanks with aoe
Can't this reduction vs monsters and minions just scale down with levels to where he deals 100% damage vs both at level 18. This change would greatly improve his late game farming capabilities, which is something he struggles with since he also has to stay with his team so you don't always have much time to farm up, and so you are reduced to leaving the big creeps, cannon minions etc alive because a fight is about to break out and you need to join your team meanwhile those bigger creeps give more hp, or i take the raptor camp for example but in the same time the maokai on my team took 3 camps and a minion wave. Maybe i am exaggerating a little bit but the point still stands, it feels bad how your Q just doesn't seem to face monsters and minions, especially since there really is no reason for it in the late game.
2. His passive is really just comes down to farming and dancing
It needs improvements, building for it is not really an option, since planning on dying all the time is a pretty stupid idea. It dies faster at higher levels unless you get ungodly amounts of hp. And it deals less damage due to everyone having more armor, further reducing its threat.
However the worst part is that you 9/10 times can't even reach an enemy! If that could be fixed it would be great. My suggestion would be to allow summoner use during passive, as well as them carrying over if activated before you die. This gives players the option to do something about not being able to reach anyone with their passive by taking ghost or flash and using that.
- His scaling. he starts out weak as far as base stats go, low armor low health, and then has to farm his hp pool, and if you do well enough you can get the highest hp pool in the game. pretty cool were it not for the fact that you need to farm about 800 hp to be as tanky as other tanks. Yes you will have more hp but your base armor stinks so that factors in as well.
I would be fine with this if we had a way to truly feel tanky when farming a massive amount of hp. It is after all one of those very unique things about Sion. But no maokai or poppy still feels a lot more tanky even after i farmed 1000 health. They have more base stats also have a shield/heal to boost their tankyness and additional tank steroids to boot.
Sion should have access to his own way of boosting how tanky he is, Some tanks have % reduction others have %armor/mr increases etc alongside shields or heals or other ways to boost their effectiveness. Sion should have something too.
Why not let his base hp regen scale up more, to 30hp5 or something instead of the 23,8 he has now, gives him the best health regen out of all tanks
Another scaling thing, since Sion is the hp tank, how come he doesn't really have any good health scalings in his kit. the only thing which scales with health is shield's shield value.
There are lot's of things which could scale with Sion's hp, the other part of his shield, the damaging part could also scale with Sions health, his ultimate for example has an 0.8 bonus ad ration, this could also be replaced with a % of Sion's health for damage. His passive could do 10% of Sion's health in damage on hit instead, not that it would matter since you can't reach anyone but still.
For a ''health'' tank he really doesn't scale well with health.
TLDR Anyway those are some of the things i would like to see addressed for Sion. to sum it up Better late game farming with Q because it feels really weak vs minions and monsters come late game. Better passive, while dancing is fun it would be nice if it was at least somewhat threatening, let use use summoners during passive. Small base stat adjustment so he can take a bit more of a beating in the late game if he so wishes through building extra regen items. A few different damage scaling that make more sense for a ''health'' tank
And basically better overall scaling if he farms up a hefty amount of health since compared to other tanks it really doesn't make him any more tanky since most walk around with 20 more base armor and 400-500 more base health as well as extra tank steroids with kits that provide point and click stuns and easily applied aoe damage or cc. Sion has to work a lot harder to land his abilities so they should feel more impact full.
Most of this is numbers work and it doesn't require any kit changes or visual changes so it shouldn't take that much work to do