User blog comment:Willbachbakal/(Champion Rework) Sion, the Undead Champion/@comment-24795478-20140427033909/@comment-1330314-20140427035757

Thank you for the comment!

Regarding having Sion's Q being point-and-click, I actually made very sure the skill would not work that way. Skillshots in general are more interactive, since they can be dodged and allow for more power: here Sion gets potentially 350 more range on his crowd control, allowing him to catch up to targets from farther away. Right now current Sion is in the situation where he's either just out of range of his stun and gets kited, or within range and blows up his target without them being able to react. Similarly, 4.5 seconds is pretty long, and should give Sion ample time to get within melee range of his target, particularly as his slow is quite strong. Yes, each instance doesn't last as long as and is slightly weaker, but the double application means Sion can slow his target for up to 3 seconds, refreshing its strength mid-way. The cooldown is also shorter (8 seconds versus 10 seconds), so Sion gets much more uptime on his slow.

I kept the same radius for Sion's shield as the one he has now. It may be too much, but it is nonetheless on par with similar abilities such as (500 range) and. I also absolutely don't want to give Sion any free mitigation, since the health gain from his passive is already a massive boost to his tankiness and should have all of his free defense concentrated there.

Yeah, the scaling with lifesteal is not something you usually see. I did, however, give an explanation in the additional info section: basically, Sion should have great late game sustain but not too much early game sustain, which is why the lifesteal scaling helps him increase his healing even more. He's an autoattack-based champion with a lot of damaging spells, but I don't see him building spell vamp at any point, so this gives him spell-based healing that still encourages an autoattack-based build.

The ultimate is completely unknown territory for me, so I don't actually know how much of an impact this would make on Sion. It's also why I greatly appreciate your feedback here: I wanted Sion to have a strong resurrect and an impactful initiate, but I also didn't want his damage to be burst-focused, hence the bleed. I may have concentrated a lot of damage on his ultimate, though, which I may tone down. I don't think a comparison with works, since item effects are generally meant to be weaker than champion abilities, but you may be right in that I gave Sion's resurrect too much free healing. I was thinking along the lines of, whose passive can let him respawn with up to 50% of his max health, but I may tone down the ratio here as well.