New Sion vs Old Sion and whats missing
Now that Sion has been out for a while with his new revamped self, I am just giving an opinion on the changes. (wanted to be as unbiased as possible, so I played the new one a bit before hand)
Structure: I will list off the old Sion's abilities and comment on them, followed by the new, then give a conclusion. If you don't care to read over all my opinions, but want to vote in the poll, please read the conclusion to understand the perspective with which this was written.
Old Sion
Passive: Randomly prevents a random percentage of incoming damage. -This really needed to go. Q: lock on ranged stun, scaled on AP. -Ap Scaling definitely needed rework, and undodge-able cc is incredibly annoying. W: Health Shield, scaled on AP, worked similar to now. -The new one definitely makes more since from a character standpoint. E: Toggle, while on Sion gained additional AD scaling with level. Also, Sion gained additional, permanent max health from killing any unit. The cost however, was Sion took damage from each of his own basic attacks. -I really miss this ability. All of AD Sion's early game was based on the extra ad, against non-ranged opponents he could seriously hold his own. Further, knowing you would get this AD allowed more options from runes (you could get utility and such rather than damage, and not fall behind). R: Sion gained massive Lifesteal and large amounts of Attack Speed. At max, Life Steal was 60% -I really wanted this ability back. I loved that Sion could actually be a Lifesteal Tank, something that the game no longer has. He was a different, off meta champ, who could still be play competitively at lower (my) elo.
New Sion
Passive: Sion revives at death with attack speed and lifesteal, but takes massive damage over time, killing him a short time after his revive. - Very flavorfull and fun.....but mostly useless, to be honest. It is very rare that I, or anyone I see, gets a kill or real value out of this passive. Q: Sion channels up to 2 seconds to deal damage in an area in front of him, slowing at low channel, stunning later on -Easily dodged, minimal damage, does not prevent kiting. I can't stand this ability. W: Sion's shield. Now scales on AP and Health, and has a (nerfed) bonus health on killing unit Nice. Wish we still have 1/2/3/4/5 extra health on unit kill of flat 2 though. E: Sion shouts, throwing minions, slowing all damaged units, and shredding armor. -eh. Its mostly a harass skill shot tool, and not very interesting. Low damage, and again, dodged fairly easily. R: Sion runs into target wall. (ok, joking) Sion charges target direction, and slams into the first piece of terrain or enemy champ he comes into contact with -.........eh? It is flavorfully HILARIOUS and creates really fun moments...but from a game standpoint its quirky, hard to control, unreliable, and really just a way sion runs away from fights he cant win.....which makes it more a flavor fail.
Conclusion
The new Sion lost much of his bruiser mentality by losing damage, tankiness, and his old ult. While more in line with Sion's actual lore, and much more of an interesting champion than the previous bland mess, he doesn't fill the same role as the old one - something I am a little sad about. He has more difficulty scaling health, with, btw, lower defensive stats, and is kited easier than the old one (who was already a hallmark example an easily kited champion).
I know that Riot will not undo changes, nor will they revisit Sion (especially with so many champions receiving updates so quickly these days) - Rito is busy, I get it. But if other people feel Sion no longer fills the role of lifesteal tank, then perhaps we can convince Riot to give us a new one, with mechanics befitting such a style of play? (Don't say Attrox, that guy is no tank, he is more like a glass cannon most times) Please vote your opinion below.