To Fix A Sion

Nebuul··5 votes·492 views
What Sion wants

As a continuation of this discussion, here is a narrowed-down list of options with a couple new ones:

Passive: The consensus is that adding a cleanse/qss effect to Death Surge would make his passive much better. Also, folks want to be rewarded for killing champions perhaps by giving a large life bonus and/or resetting his life loss rate when Sion scores a takedown on an enemy champions.

Q: Most players think that this skill is fine -- no changes needed! There is still confusion about exactly how much damage minions and monsters are supposed to be taking, though, so an official word and, if needed, bug fix would be nice.

W: Most of the Sion mains agree that getting the explode cooldown back to 2 seconds, especially at higher ranks of the skill, is the best solution here. New option: If Riot insists on keeping the explode delay at 3 seconds for all ranks, perhaps that cooldown could be lowered by CDR instead of static so that players can reduce it back to the old levels late game with CDR gear?

E: Players appear scared to touch this since it was the source of his nerfs previously. That said, setting the slow to max at all ranks, or allowing the armor shred to scale higher with rank were both popular choices to help Sion duel better in top.

R: The most popular choice was allowing Sion to run through dead players. It was mentioned that Riot already tried this and found it was OP, but it was not determined if it was OP only because his ult used to have a bug where it dealt damage based on the target's bonus AD instead of Sion's bonus AD. Another popular option was granting Sion a half-second of CC immunity after his ult ended. This prevents issues such as Sion stunning Braum as Braum ults, and still getting knocked up and CC'ed because, well, timing.

Is there any chance of Sion getting some love, Riot? Right now, he doesn't really do anything particularly well. His CC is, to put it politely, ripe with counterplay options. His damage is low. His life and armor are low. His hitbox is huge. He is great at zone control, and he's a lot of fun to use, but he needs a dash of lovin' to make him scary again.

Oh, one thing I will say in his favor: Sion is the best tank in the game for running away while screaming, "COWAAAAAARDS!"

10 Comments

Spoofghoul4 votes

I had some sion buffs suggestions as well i posted them here: http://boards.na.leagueoflegends.com/en/c/gameplay-balance/EaLem3QY-creative-sion-buff-suggestions-constructive-feedback-is-welcome.

And ill post them in this thread too, its a bit of a wall of text but the ideas are good imho.

Now before i go on ranting about all the buffs/changes i really think Sion could use a quality of life buff on his auto attack range, as of now it is 150 and that for a big buy is not so much, compare this to Fizz who has a 175 range. I think Sion with his big axe should also get 175 range on his auto attacks so the range would fit his size, now he has to really creep up on his enemies, its a bit awkward.

Now for some creative buffs.

#1 A 3th passive.

Yes, really, but this one is on his ultimate. Starting at rank 1 Sion gets 10 increased base armor once he drops below 25% health. At rank 2 Sion gets 10 increased base armor as he drops below 50 % hp and 20 increased base armor as he drops below 25% hp At rank 3 Sion gets 10 increased base armor if he drops below 75% hp increasing to 20 if he drops below 50% hp and further increasing to 30 increased base armor once his health goes below 25%. This would put Sion on 74/84/94/104 base armor depending on how low his health is and how many points he has in his ultimate.

As you can see with this buff Sion will become more tanky the lower his health is, scaling with ranks in his ultimate. This buff would help compensate Sion for his weak base stats at lvl 18. Overal he will have average defensive stats, at level 16, for a tank with this buff.

#2 Alteration to Sion's W Soulfurnace.

Sion uses his passive on Soulfurnace to gain health, this is in part to compensate for his weak base health, 1783 at level 18. But he can obtain alot if you farm really well with him. However alot of champions have %hp damage and then there are 2 items to counter health stacking, 3 with the new dominik's regard. Sion notorious for trieying to obtain as much health as he can by feeding souls into his furnace Is heavily punished for doing so by all this %hp damage going around.

Now what if all the health Sion farmed with his W passive becomes red health. This red health is Sions last used part of his healthpool. It has some unique properties;

  • Red health is immune to %hp damage
  • Red health enjoys a 200% bonus from all sources of healing.

Rather than having Sion punished for whenever he is not able to farm well, for example due to focus from a jungler, or losing his lane he gets rewarded for doing well. As Sion really needs to farm up quite a bit of health to get equal with other tanks. Most of which have alot more base health growth. Alot of these tanks also have better in combat sustain or have defense steroids like %damage reduction, for example maokai or gragas. Unlike These champions Sion has very little reliable ways of getting back into the game once he, or his team fall behind. Therefore Making the stacked health have some unique but powerfull proterties gives a bit more reward for the risk of picking him.

These are my best ideas for some creative buffs, The healthstacking passive already has alot of counterplay because of Sions weak and manahungry earlygame. He needs at least a decent amount to stay on par. Sion also has weak base stats so the scaling stat buff on ult should help him scale better into lategame without giving him much power early on. Both changes are aimed at making Sion more tanky lategame but keep his weak early game. If both changes are implemented Sion would still rely on farming health to stay on par, statwise, with other tanks. But would reward the player if he/she manages to farm a substantial amount of health.

junglerboy163 votes

The armor boost and red health both sound really cool, and the red health in particular gives Sion a real significant reason to have a low base health in exchange for his health stacking.

Spoofghoul1 votes

Yes that was indeed the thought behind these buffs. Keep his weak early game have his ult rank make him scale slightly better and reward for stacking health with passive.

SS Enforcer1 votes

I think Sion at the moment is still okay, if not somewhat strong. Currently i'm in the middle of plat, and even here, it's really easy to shit on someone with Sion. I feel like many of these buffs are unnecessary, because i don't want sion to be popular, or hell, even a ban option. Right now he's perfectly fine.

Spoofghoul1 votes

I disagree. His stats and scaling are weak and all his abilities are extremely telegraphed skillshots.

If Sion Shits on someone it is because he is hitting most of his skillshots, and they are not the easiest skillshots to land. On top of that if you really want to shit on your enemies as Sion you will also need to dodge their skillshots which is also not as easy due to his large hitbox. Sion does not have much mana/manaregen and this gives him huge manaproblems if you spam a tad to much yet he is heavily reliant on his abilities to zone and deal damage, missing them already makes you vulnerable and can potentially put you behind. And because of weak scaling you need to get yourself ahead to be able to make up for this by farming health. If you fall behind you do not have any base stat scalings to fall back on like every other tank.

If these Sion's shit on people it is because they play very good, likely because Sion is only played by die hard Sion mains so they got very good at it. Similar to how pre buff Urgots were also shitting on people becasue no one but players whom loved and played the champion often were using him.

TheDevice1 votes

best thing to say in chat when you run away using ult

"SIONara!"

Tengrichan1 votes

http://boards.pbe.leagueoflegends.com/en/c/champions-gameplay-feedback/X4AiyEHp-buffs-for-sion

I think this change would make him more reliable without giving him too much power.

Spoofghoul1 votes

{quoted}

http://boards.pbe.leagueoflegends.com/en/c/champions-gameplay-feedback/X4AiyEHp-buffs-for-sion

I think this change would make him more reliable without giving him too much power.

I looked at it and i dont hink this would help much,

In fact you can already see the how much you have channeled at 50% and above it stuns, the ruther you channel the longer the stun and the higher the damage. Lowering the channel time would not really make the ability more reliable, it would only make the channel and cc shorter.

I think Sions abilities are just fine with the appropriate amount of power for the counterplay they provide. Only buff on abilities i would add is a longer duration on e armorshred. now its like 2 seconds this could possibly scale up to 3. Damage wise everything is fine. If he needs more damage i think best way is to increase ap ratios on shield and shout.

I feel the problem lies in his defensive statistics hence the buffs i suggested. Right now Sions early game is weak which is ok if he were to scale up more reliably through better stats. Sions mid game is ok due to good base damage on his ablities but he falls of lategame in both damage and tankiness which feels awkward, even if you manage to farm a good amount of hp which is never a certainty, Sion still feels weak due to lack of base armor, He also needs that health to cover his low base health so you need alot of it to actually make him get more tanky, and next season just flat health is going to be even less effective than this season.

Just take a look at the buffs i posted in this thread i think these would help fix his lategame tanking power at least, and give Sion the ability to make his healthfarming become alot more meaningfull.

Criomhthann1 votes

Sion is, according to Riot, supposed to be in a bad spot right now.

Nebuul1 votes

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