Why Skarner's Buff Wasn't Calculated
Ok, so I had the pleasure of going against a Skarner for the first time since his little buff yesterday. I really really didn't read the patch notes...Not sure others did either.
They increased his stun on Fracture to 1.5 seconds. A stun with AoE potential, that gets reduced cooldown from stunning with it, got increased by 50%. So, the fact that his stun now lasts as long as a Leona ult with about 1/5 the cooldown aside, lets check the math here. Someone double check me, as maybe this doesn't work the way I believe.
First off, this is not taking runes OR his crystals on the map into account at all (which is what makes this even worse...) So here we go:
- Fracture, at max rank, has a 12 second cooldown.
- At 40% CDR, this brings it down to 7 seconds.
- Fracture reduces its cooldown for every enemy stunned with it normally.
- This means, in a 5v5, Skarner has the ability to reduce his AoE Leona Stun to 2 seconds, but it lasts for 1.5 seconds.
- Ergo, enemies playing against skarner in a teamfight can find themselves 'potentially' with a .5 second window to actually "escape" (Skarner has movespeed boosts and such, so good luck escaping)
- But wait, if you use your ult on a fractured enemy, you get an additional .75 seconds cooldown on Fracture. Putting it as a 1.25 second cooldown (assuming you hit 4 others with the stun using your Q) on a 1.5 second stun. Yes, you read that right. Skarner has the potential to stunlock an entire enemy team until he goes OOM pretty much.
As Skarner is now, he can't be 1v1'd near his Crystals at all, making counter jungling and sometimes jungling in general a hassle. Aftershock is severely overpowered, and is only going to get worse in the early game with the currently planned PBE changes (100 armor and mres from the start!? Who is doing the math over there?).
I get wanting to push an underplayed champion into the spotlight, but making them severely overpowered isn't the way to go about doing that. Again, someone can check my math, but I'm fairly sure we're about to start seeing a LOT more skarner once people figure this out.
Skarner already had a lot of steroids in his kit, extending his CC by so much (this is definitely an opinion) literally might have tipped him into pick or ban.
TL;DR - The stun buff has made Skarner inescapable in 1v1's, and made it to where can potentially perma-stun and entire team until he goes OOM.
P.S. Skarner, before this buff and based on OP.gg, had the #1 jungle winrate in games that lasted between 35-40 minutes, and 17th highest in games that lasted over 40minutes. This tells me a buff wasn't needed, but that his strength lay in mid to late game.
If you want to buff him to help his all around game, I can think of a few other late game monsters that need the same love and care (Warwick, Nasus, etc) :snarky sarcasm: