User blog comment:KROLK88/Sion,the Undead Champion remake idea/@comment-1330314-20140430080432/@comment-1330314-20140430213432


 * There are multiple ways to build up Fury (take a look at and, for example), and your kit offers no description of its own Fury generation. The way you've implemented it also works more like a  than actual Fury: Fury is used in-combat to either make a champion more powerful or ensure a burst of power over time. Tying Fury generation to your E only is also a terrible idea: if you start out with any other ability, you have no access to your passive. It's extremely artificial and devoid of gameplay, and in the end still works like extra health, despite the convoluted fury generation method. You're better off redoing his passive and E (especially his E), since these are just design crutches you're using to support a system that adds nothing interesting to your champion. You sound afraid of using his current E max health increase on kill, whereas I think it could work, provided you balance the rest of his kit around that.
 * The problem isn't so much the potential speed or strength of this gapcloser, but rather that Sion has a gapcloser at all. You also mentioned below that you wanted Sion to be heavily dependent on Axe Charge to get to his target, and the fact that you intentionally made the mobility component of your Q sub-par just dooms this ability to be half-assed from the start. Again, this is a crutch that artificially compensates for the loss in mobility you've strapped to his R: this is not how strengths and weaknesses work. If you want a champion to have proper strengths and weaknesses, you need to orient them so that they interact with his opponents, and not just force the champion to activate one ability to compensate for another. Even you realize Sion has to be slow: how about giving him no additional mobility, but still allow him to have sticking power? A Sion who can stick to targets but with more counterplay would be a lot healthier than a Sion with crappy sticking power and excessive strength.
 * Putting aside the fact that a 700 shield is extremely strong, and that Sion's Q already wrecks channelers and mages in general (though you should change the ability), the problem is that your idea of sustaining shields is itself unhealthy, regardless of its strength. A Sion who's ahead would be immune to damage, whereas a Sion who's behind would lose his shield before being able to refill it. An average Sion would have a shield that's deceptively strong (700 strength might not sound like a lot, even though it is, but you're also adding potentially a lot more to the shield over as you deal and take damage), and all of these are issues of visibility and power uptime that haven't been fun to deal with in past cases. Shields are by nature meant to be a short-term boost to survivability; having any mechanic that prolongs the lifespan of a shield by any significant amount isn't a good idea.
 * "If i deleted it his passive would be useless but i cant add this to passive as it'd give Sion 1 more spell which would render him completely OP" This is a problem you've created for yourself, which I mentioned above: as an ability of its own, Berserking presents zero additional gameplay, and is in your kit just because it's a crutch to support your passive, which is itself devoid of gameplay and incapable of functioning on its own. Trust me, if you scrapped both your passive and your E, you'd have a clean slate to work with that could ultimately lead to a far better kit.
 * The gameplay you are proposing (dash with Q, land massive hits with R up, get kited, wait for Q to come off cooldown, rinse and repeat) is actually pretty terrible. Successful melee champions get to reliably stick to their target, even once they've blown their gapclosers, whereas you're including kiting as a core part of Sion's gameplay. On one hand, this is extremely binary (Sion with tons of damage will burst down his target in one single combo, Sion with not too enough damage will get kited to eternity), and on the other, it gives both Sion and his opponents very limited windows of interactivity: Sion being useful is entirely dependent upon him landing his Q, and his enemies are either safe when his Q's off cooldown, or are unable to defend themselves for 1-1.5 seconds if they get stunned. Again, you are better off finding another ability that makes Sion reasonably strong (so less OP than your ult), but that also allows him to function continuously, rather than be useless/overpowered depending on whether or not his Q's up.

I may be biased, as I proposed a rework for Sion a few days ago, but here's what I think Sion should be:
 * Sion's strengths should be his immense melee strength and resilience. Sion's weakness should be his mobility.
 * Because of this, he should be able to become super-tanky as he deals tons of damage, at the cost of balancing in other places, which is why I think he shouldn't have any gapclosers or hard crowd control.
 * Sion should feel slow, but also relatively unstoppable: he won't stop coming at you until either you or him are dead. For this reason, I think he needs to have great all-in potential, but no escape potential, which is also why he shouldn't get a gapcloser.
 * Sion should be a lifesteal tank, but this should come from his ability to scale well with lifesteal, not through tons of free life steal on his ult. is by nature a badly designed spell, making Sion super-overpowered at melee range but being completely useless when he gets kited (and also forcing him to be easily kited). It would be far better to make his abilities work well with life steal or even scale directly with it, as well as give him a brand new ult, rather than keep the old one in some form of another and preserve its crippling design flaws.