7 Comments

Vesarixx2 votes

Skarner has a pretty linear kit, it makes balancing him pretty hard to do, since his abilities are as reliable as they are and can only really be used one way he doesn't really have opportunities to outplay people, so doing well in a fight depends more on numbers, it's an issue that he's had for a while, even before the season 3 rework, if they buff skarner he dominates without much counter play and if they don't he gets overshadowed, and since the game relies on perfect imbalance since the gameplay isn't symmetrical finding that perfect middle ground for his numbers so that he isn't OP or UP isn't possible, especially since the game isn't static. There are other champions that have this issue as well to varying degrees, all of the juggernauts fell into this category both before the update and now, Aatrox has since release, Quinn since the recent rework, Urgot, Galio, Udyr, Taric, old Ryze. Essentially the more reliable a part of a champions kit, or the kit as a whole, and the less circumstantial each ability is, the more of the champions power budget is used by the ability.

In contrast to this there are champions that have a lot of options in their kit for how each ability can be used, so using them correctly is important, or lack the same reliability in their abilities, Ahri for example has to land skill shots and needs to angle Q to hit on the return in order to deal full damage. She also has several build options depending on the situation and has quite a bit of nuance within each ability, allowing her to adapt. Aside from a few times where she was a bit overpowered Ahri hasn't really had the same issues as other champions, it's either a really good idea to pick Ahri because she's really strong, or it's a reasonable option because she is relatively balanced, and can still make a positive contribution to the game if she goes even or falls slightly behind. The fact that she can fail her abilities or the enemy can dodge them means that when she is being balanced, her power budget doesn't need to exactly match the overall state of the game, as long as her worst case(miss everything) is weaker than the baseline, and her best case(land everything) is above the baseline by a similar amount, she will not cause problems for the overall health of the game, while still being easily playable. Orianna is the same way, rarely overpowered, but always viable.

Bladerunner77771 votes

[{quoted}](name=Raith alghul,realm=NA,application-id=3ErqAdtq,discussion-id=7MNAs6ul,comment-id=0000,timestamp=2015-11-26T01:39:59.012+0000)

Skarner has a pretty linear kit, it makes balancing him pretty hard to do, since his abilities are as reliable as they are and can only really be used one way he doesn't really have opportunities to outplay people, so doing well in a fight depends more on numbers, it's an issue that he's had for a while, even before the season 3 rework, if they buff skarner he dominates without much counter play and if they don't he gets overshadowed, and since the game relies on perfect imbalance since the gameplay isn't symmetrical finding that perfect middle ground for his numbers so that he isn't OP or UP isn't possible, especially since the game isn't static. There are other champions that have this issue as well to varying degrees, all of the juggernauts fell into this category both before the update and now, Aatrox has since release, Quinn since the recent rework, Urgot, Galio, Udyr, Taric, old Ryze. Essentially the more reliable a part of a champions kit, or the kit as a whole, and the less circumstantial each ability is, the more of the champions power budget is used by the ability.

In contrast to this there are champions that have a lot of options in their kit for how each ability can be used, so using them correctly is important, or lack the same reliability in their abilities, Ahri for example has to land skill shots and needs to angle Q to hit on the return in order to deal full damage. She also has several build options depending on the situation and has quite a bit of nuance within each ability, allowing her to adapt. Aside from a few times where she was a bit overpowered Ahri hasn't really had the same issues as other champions, it's either a really good idea to pick Ahri because she's really strong, or it's a reasonable option because she is relatively balanced, and can still make a positive contribution to the game if she goes even or falls slightly behind. The fact that she can fail her abilities or the enemy can dodge them means that when she is being balanced, her power budget doesn't need to exactly match the overall state of the game, as long as her worst case(miss everything) is weaker than the baseline, and her best case(land everything) is above the baseline by a similar amount, she will not cause problems for the overall health of the game, while still being easily playable. Orianna is the same way, rarely overpowered, but always viable.

that's a great answer

Vesarixx1 votes

Thanks

PalPlays1 votes

He was perfectly balanced before they decided to nerf him!

Vesarixx1 votes

Whether or not he was balanced he still would have been subject to power fluctuation based on factors outside of the champion itself, such as new items, changes to objectives, or shifts in the meta which either cause champions he counters to become popular picks, or champions that counter him. Skarner also has a problematic ult, since it is a powerful ability(cannot be cleansed, only suppress in the game that allows the caster to move, targeted, decent CC duration) it takes quite a bit of his power budget(the amount of total power a champion can have in their kit in comparison to other champions in the game) so if his basic abilities are good enough to the point where he does not rely on his ult to be effective in fights then he overshadows other champions, which may have been what Riot was trying to avoid while nerfing him.

corals1 votes

Good answer. I have played every version of skarner, and I am going to be on the boards trying to get some attention to him. I don't like the current version of the spires. It is very rare when they have a meaningful impact on the game, whether they allowed me to get to a fight in the jungle and win it or there was a fight over control of the spires. I just made another post talking about some other problems that he has right now.

I wouldn't mind having a different E, with less CC. And unfortunately after riding the skarner roller coaster since release, I guess I can accept making his R somehow less reliable. Sometimes I wonder if making his ultimate only cast-able on champions with three stacks, (applied by his basic abiities) and then dramatically lowering its cool down would work. Maybe 80/60/40.

Innerbeast1 votes

I think Skarner needs some love, tbh. His e at least needs to remove the blast speed reduction. It's hard to land the slow/stun as a jungler when the person is standing in the minion wave or the wave is currently running to the clash of minions. The inconsistency of the ability's speed is such a pain to handle when other abilities power through minions and wreck you before you can touch them. As far as the spires, I think it only helps the jungle clear and contesting/taking dragon and baron. It counter plays his laning potential. I used to play top Skarner using his previous E to sustain through minion waves and I can understand why they changed it to a stun instead because of how much healing it did, but the increasing slow through targets hit is just too inconsistent and can make or brake a gank. I can't play top as well versus a Renekton, Nasus, or Garen, but even ganking as a jungler is more tilting than it should be. Skarner's ultimate is a bit underwhelming as he can't auto-attack during the drag, he can use his Q, but it just lets your teammate have the kill instead or allows the enemy to just escape afterwards. The ultimate should feel like a predator snatching his prey and dragging it to its lair, but it just feels a bit lack luster. Let it do some damage the farther it drags or let the player auto attack while it stuns, even if the auto-attacks are weaker than normal. I just think Skarner needs some kind of adjustment, even if it isn't a full rework. He's stuck in the jungle do to the buffs from the spires and his ganks are dependent on whether his E only hits the target away from the wave. I can ramble on and on about how bad a pick Skarner is compared to other junglers, but I'll stop here.

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