Thoughts on the Sion hp regen nerf and an idea for a more permanent fix

Spoofghoul·10/4/2018, 9:00:40 PM·1 votes·1,203 views

Let me start by saying i understand the reasoning behind this

The recent buff to hp gain also buffed his lane sustain Every time you kill a minion you effectively regenerate 4 health

It seems fair then to cut back on his base regen

But this bothers me over the years that regen has been hit every time. this leaves Sion with a large healthpool and no way of sustaining it besides building a warmogs which depending on the meta or state of the game is sometimes a decent item and other times it just sucks to have to build it. Most champions have access to sustain these days at least the ones you face as Sion, especially those who would like to splitpush leaving Sion without an answer besides recalling and ulting back towards the lane to stop them again or ofc build a warmogs There are also other situations where this becomes annoying, for example during a siege.

Which is why i would suggest something different to be done about this

Just cut his hp regen down, to 1 + 1 per level hp regen per 5 capping at 18 total at max level Then change his W passive to include gaining hp regen + 1 per 100 health or whatever is appropriate ill leave that up to Riot to decide.

Anyway in my example this would mean that at 1200 hp farmed Sion would end up with 30 hp regen at level 18 Alternatively the basic hp regen could be even lower and the reward for farming greater. Result of doing this instead of just a nerf to his regen we cut some of his laning/earlygame power back and in return he gets more reward for getting past that phase intact when he manages to do so.

Nothing crazy by itself but it does open up better sustain through + hp regen from items leaving an alternative path besides warmogs

It also ties his hp regen to the amount of hp he ends up with so he can like all champions at least steadily recuperate some % of his hp and have the option of actually getting some form of sustain from items

The only downside to this would come from when he farms 10000 hp But really who's fault would that be in the first place, Sion's? or the enemy who happily drags out the game and let him farm till his hearts content. Also let's be honest this doesn't actually ever happen 1200, the number i used is about what you can expect in an average game meaning that in most situations this change would result in lower regen for the entire early phase of the game roughly the same during midgame and a bit more in the late stages It's also an extra balancing lever in case more changes happen to Sion in the future

Anyway this to me seemed like a fairly simple solution to Sion's health regeneration problems over the last couple of years It's not the biggest issue in the world right now but it's one we can easily fix so why not right?

So what are your thoughts on this idea?

2 Comments

Alzon10/4/2018, 9:03:28 PM2 votes

I was more thinking something along the lines of a recent Tear of the Goddess change, where stacking Tear retains your % current mana. What if Sion’s passive worked the same way, and his HP regen were buffed?