With Sion's early game being nerfed all around i propose the following additional changes
Let's start with the changes, and then some explanation as to why they are kind of bad imho, and then ill list some changes of my own.
We had the recent Q nerf which vastly reduced the scaling on it until you rank it Now we are looking at an E nerf with a tiny compensation buff longer armor shred and on passed through units too Also a HP regen nerf, again
What riot wants to accomplish, more interactive laning phase less stonewalling with E spam
What is going to happen with these nerfs, pretty much a lot weaker version of E spam Why ? you might ask, well Sion has very low base hp and base armor, has no way to disengage reliably and is very weak to allin fights early, his bully potential comes from using his ranged abilities to win trades until enemy is to low hp to attempt an allin Q max is a lot more risky since you are never guaranteed any hits, and nyou need to be within half of the Q range to actually charge it up enough to stun and you effectively root yourself in place doing this whilst close to enemy this leaves you super vulnerable to anyone who has some form of mobility or engage tool like a pull or a hard cc. After the nerfs the reward is lower then ever for using this riskier playstyle So the smart thing to do is max E and sit back and use your range to poke and farm until you can start counter building, pretty much what is happening right now.
with the regen nerf i have even less early tank stats and with the damage nerfs my plays have smaller rewards. This gives me zero incentive to actually max Q in fact this gives me more incentive then before the changes to max E
Now the E max is kind of annoying to play against even though you can just move perpendicular to the minions get some early boots for easier dodging etc. It does have plenty of counterplay but i can get behind changing it
But not with all the other nerfs on top, at least not with PROPER compensation buffs Pass through unit on E applying shred to all does nothing to help Sion make up for the loss in damage when farming since minions do not have armor anymore. And it is truly questionable in teamfights, maybe ill get lucky and there is a scuttle crab around i can use . . .
Sion base stats i'm concerned with, and that is with resolve runes
32 armor
558 hp
10hp/5 7hp/5
for comparison here is lucian with precision 33 armor 555 hp 6hp/5
Roughly similar tank stats this does not make any sense to me.
Not even considering actual per level increases because that is just beyond sad in sion's case, he is actually very reliant on a good early game to have any sort of scaling, to match other tanks you can go work your butt off to farm 1000hp, if you fall behind in lane because of a weak lane phase which will happen with the current set of changes, and you get zoned from farm for a large chunk of the game then you are screwed especially since your damage vs minions & monsters is handicapped, And with the ''recent'' changes concerning minions, no more armor but increased hp gain, this makes the late game farming rather bothersome especially when you are required to group a lot so you are mostly reliant on early and midgame farm for the most part. Damage and cc wise he does not outclass other tanks either except in unreliability again.
With just the current set of changes i predict bot the play rate and win rate will just plummet to levels of sadness that will make amumu seem like a happy kid whilst none of the intended results Sion will still max E and try to stonewall lane.
My proposed changes Now i can get behind all of these changes already done and planned with good compensation buffs E already has one although it's of questionable use it's an overall nerf and a big one at that still.
But to actually make me max other abilities i need to be properly rewarded for doing so
The lane phase as been severely gutted. so an early game stat buff would help a lot to make it slightly less risky +50 hp
- 10 armor i would lower the early, level 1 regen further to 5hp/5
less at risk of getting blown up, but damage will stick better, i might actually max Q for the damage this way, emphasis on might. Sion tends to be capable of getting a sizeable amount of health so the regen per level increase would go up Enough to reach 35hp/5 at level 18 ( because screw Gnar having higher regen we can't have that) This gives him at least some reliable scaling albeit in the weakest way possible but ti does make sense considering he can get high hp and still needs to regenerate it properly since h has to deal with splitpush So roughly -100% early but + 50% late
As for Q max, to truly make it worthwhile ranking it up should get rid of the reduced damage to minions and monsters per rank Right now it only does 1/3 damage to minions !! E will still be better for farming at any stage even after the HARSH damage nerf it can scale with increments per rank dealing increasing more damage to minions 33% at rank 1 then 40% at 2, 50% at 3, 70% at 4 and 100% at 5 for example so you would actually need to have it rank 5 at level 9 for serious farming potential and to prevent stonewalling in lane.
This still gives opponents an entire laningphase which due to the original changes is already more risky to get ahead and use that to their advantage.
But this will make Sion a little better at farming in later stages of the game, this way it actually requires your opponent to keep you down after getting ahead, they would actually have to use their lead rather then just ruining your lane and achieve victory because you would be weaker then the enemy tank for the rest of the game.
With better early stats to survive someone going into your face and better waveclear on Q then on E this would give enough incentive to max Q over E and provide a more interesting experience when laning vs Sion. Also no more tripple beads cheese so damage will actually stick in the earlygame So overall still more risky but also with better rewards
Results of these additional changes in a nutshell This leaves Sion with slightly more reliable scaling as a tank but with a more unreliable early game enemies can capitalize on. More risk but also more reward. Less damage overall though, although this mostly concerns tank Sion, AD and AP Sion will probably still retain most of their damage scaling.
If necessary lack of damage for tank Sion could be remedied with later buffs For example W damage scales with Sion's health or Sion passive bonus % damage scales with his health :P these would really help tank Sion if he would end up lacking damage
In the end i'd like my big old zombie to remain a viable champion to play Only using the current changes reminds me too much of what happened in season 5 nerf everything then nerf the actual problem and bye bye viability please just don't do this allover again.