Skarner's Crystal Spires "mini-game" shouldn't be equal for allies and enemies alike.
Right now, both allies and enemies need the same time to capture a spire (2 seconds), get the same amount of gold (15 to 30), and have the same lock-out time (15 seconds). The ability should favor certain parties in certain regards though.
##For Skarner's Allies
They should be easier to capture: This could scale downwards with level (2 seconds --> 2/1.75/1.5/1.25/1) or it could just be slightly lower (1.75 seconds or 1.5). Capturing spires for or as Skarner shouldn't be a chore, it's supposed to benefit his whole team. Right now all it does is benefit Skarner a little and root one of his allies for 2 seconds.
They shouldn't grant gold: Skarner's spires are different from other summoned "units" in that they can be summoned by his allies as well. However, this shouldn't allow them to grant gold. Even so, the gold almost seems like a pittance for making you waste your team capturing the spire. Instead, they should grant other, better rewards.
Their lock-out time should scale up with level: That way Skarner is still encouraged to capture spires before or during fights in the early to mid game, but he needn't worry so much about that in the late game. Instead, he'd have zones he can rely on and conquer.
Their vision should last longer: Instead of gold, spires should grant Skarner's allies a tangible reward for being captured. Currently the vision they grant when captured only lasts for 1.5 seconds. I suggest upping that to 3 or 5 seconds. The vision could decay during this duration and the duration could scale with Skarner's level, but Supports would be much more willing to capture spires if they helped with vision control.
##For Skarner's Enemies:
They should be harder to capture in comparison: The capture duration could stay at 2 seconds, as long as it is shorter for Skarner's allies. It could also be upped to anything from 2.25 to 3 seconds. Capturing spires as Skarner's enemies should be a chore. But it should have its own rewards as well, which are ...
... They should grant more gold: Instead of 15/30 something like 25/50.
... Their lock-out time should last longer: This would encourage enemies to capture Skarner's spires before fights to deny them for the fight. This lock-out time would still be shorter than Skarner's allies' in the late game though.
##Capture Denial
Lastly, the means of capturing spires should be different. Standing on a spire to deny capture is too difficult for what they do and leads to frequent shifts in control of spires. Skarner should be the only one who can capture spires despite enemies. So the only thing keeping Skarner from conquering what's his is the lock-out time. Everyone else should have their capture attempt canceled if they are damaged by an enemy champion or if an enemy champion is standing on the spire.
P.s.: Spire size (the inner capture zone, not its radius) could also be slightly increased.
himself. They shouldn't adjust this passive, they should just REMOVE IT. It's a passive that would be effective on roamer-like junglers, that just proves how Riot completely ignored Skarner's gameplay when they changed him. Personally, I want to see him going through a complete rework and coming back with a more damaging/trader type of diver kit, not with another crappy mechanic added by some employee who just chose how skarner is gonna be reworked by throwing a dice twice to make sure the changes he adds are purely random