User blog:Lokiwg/Sion Rework

Okay so first off this is just what i hope the Upcomming Rework is like.

The Rework
Passive - Sion builds up Rage with every Auto attack(out of 100 rage) and rage decreases after set amount of time out of combat. Sion gains .25% life steal for every 1 rage point.(thats 25% at 100 rage)

I like this idea because it give him tha ability to be very hard to kill if you let him get a footing in lane, but also makes him weak to bully lanes.
Q - I think this deffinitly needs to be a short dash move that slows targets struck at the edg of the dash. should go through units so he can ignor targets he doesnt want to fight, but make it really percise so only the target at the edge of the dash is effected at all. He should retain the weakness of have little to no escape, to help this the cooldown on this move should be like 20 seconds and cost a % of your current rage but  CD goes down by 50% if it strikes an Champion and the Rage is refunded.

A move that functions in this manner makes him relate more to his new lore. Punishing you for trying to back out of a fight, but rewoarding you for staying until the end.
W -  An empowerd strike. Sion readys himself for a devistating swing that arches in fron of him, dealing good AOE dmg, so this move is on like a 2 or 3 second charge and increases his MR and Amor while charging by a small amount. The more damage he takes while charging the more Bonus Dmg this strike does(with a cap on Bonus DMG)

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I think a move like this would be a cool Risk for reward attack, while you charge for the move you stop putting out dmg and are renderd more vulnerable, but your opponent must be sure that they can dodge your attack after taking advantage of your weakend state or kill you befor this devistating hit accures.=====  E - I don't think the idea of this move needs to change, but it should be improved on. The HP cost per attack should be 5-10% of the dmg you deal or around that number or decreased Healing effects while toggled on. In turn it should be a reflection of this increased risk by changing the flat Bonus AD to a % increase that maybe goes as high as 50%  at rank 5.

I just like stats that remain about the same effectivness at far as punishment and reward go through all stages of the game.
R - Multipiy the Life steal recieved by the passive by /2 /3 /4 (also multiply the rage gained each Auto ) as well as give him /.10% /.25% /.5% attack speed for each point of Rage this keeps the Ult the same, but gives it a weakness as well. Also increase the size of the AOE the teamhealing effect, well affects.

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''Again this move gives chance for counter play by giving it the weakness that if he doesnt have rage built up it doesn't help him much. However having the potential to heal 100% of the Dmg you inflict is crazy''=====