My stance on Skarner, and what can be possibily be done to make him feel better =)

Predatorator··5 votes·1,152 views

Hello, and thank You for reading this, and i apologize for my English, as it's not my native language.

So, to begin with, i fell in love with skarner since the first game i did with him, in late 2013. That was because of the feel of being like "an unescapable predator that once reached the target, he sticked to him" (sounds familiar :p?), the thrill of chasing your target, and the reward for getting onto it and keep being sticked to it. And well, his ultimate: pulling targets to wherever it pleases me feels so good =P. Leaving behind his original state, and his first, not-so-good-rework, the time this fantasy was best delivered from skarner (without the balance problems that affected him previously) was with his second rework. Here's what it was like:

  • Crystallizing Sting (passive): Skarner's abilities apply stacks of Crystal Venom to enemy champions and large monsters, stacking up to 3 times. Attacking an enemy with 3 stacks consumes them to deal 20 - 105 (based on level) bonus magic damage and stun the target for 0.5 / 0.75 / 1 seconds. After the stun, targets cannot receive Crystal Venom stacks for 6 seconds.
  • Crystal Slash (Q): basic attacks reduce the cooldown by 0.5 seconds (doubled to 1 against champions) New Effect: Each hit grants 3 / 4 / 5 / 6 / 7% bonus movement speed, stacking up to 3 time Physical damage reduced to 20 / 32 / 44 / 56 / 68 (+ 40% Bonus AD) from 25 / 40 / 55 / 70 / 85 (+ 80% Bonus AD) Magic damage reduced to 20 / 32 / 44 / 56 / 68 (+ 20% AP) from 24 / 36 / 48 / 60 / 72 (+ 40% AP)
  • Impale (R): New Effect: Deals 50 / 75 / 100 bonus magic damage per Crystal Venom stack consumed at time of casting Cooldown reduced to 100 / 90 / 80 seconds from 130 / 120 / 100 (Pasted and edited from http://leagueoflegends.wikia.com/wiki/Skarner, update 4.10 for the sake of simplicity)

So what's the deal here? Well:

  • Skarner can chase and stick to his target in a more healthy manner: the permaslow on crystal slash allowed not only Skarner, but also the rest of his team, to stick to skar's target, making it more frustating; but with the rework, crystal slash only sped up skarner, and chasing a target became more of his own thing (i hope i made this point clear);
  • the stack mechanic made chases and duels more intense. Back then, i could feel skarner excalate into his engagings (be it a duel or a chase): i felt rewarded for keeping close to my targets, or enduring the duel, as every crystal slash cast gave more movespeed and attackspeed, plus the stun from the passive. My point till now, is that back to his second rework, Skarner was actually fine, without needing heavy tuning: he was fun, he was healthy.

But the third rework happened. Now don't get me wrong: i want to make it clear the i respect the intent of RiotRepertoir to give Skarner more depht to his gameplay, and an identity gameplay-wise. But here's my stance on his last rework, which brakes down into two points:

  • the spires (his new passive). This is because they pratically hold so much of Skarner's power certain, non-movaeable areas of the map, giving him massive amounts of stats while he stays on these. This was to make him the "premier objective-controller", and to give him something else to do outside of ulting people (by capping/defending them). There are actually some pros to this, these being:
  • the said massive amounts of stats, which solve skarner's mana problems, and make him so powerful inside of them, which most of the times prevents enemy invades, and make his clear really good;
  • the said strategic depht (which i always appreciate, since it spices up my skarner experience): now it actually matters where i start a fight, whatever path i choose to get from point A to point B, or more specifically, setting ambushes for whoever is going to take the spire, etc. just to name a few.
  • but with all the due respect no, i don't feel the urge of finding something else to do when ult is in cooldown, or not that desperately, at least: during the previous rework, i was fine farming, or applying venom stacks to the enemies and stun them. Getting the spires still doesn't feel like a right alternative to me. And here are the cons:
  • a big amuont of Skarner's power is stored in specific location of the map (as long as he stays on these), which appear to not be in the lanes (mid, top, bot). This leads to what for me is the two biggest problems of this rework: 1) i can't really find a reason to not to say that Skarner got bottlenecked into the jungle (as in, he lost his ability to lane properly). This is because 2) Skarner feels painfully slow outside of the spires. This may be mostly in the early-mid game, or at least till he gets enough items to roll. This weakness makes sense as long as he jungles, because i'm supposed to use the spires that were given to him. But in the lanes there aren't spires (for obvious reasons): so Skarner gets into a lane with around half of his power in the jungle (sustain, movespeed, as, which synergizes with his Q) (i hope i made this point clear =))
  • team effort: this was recognized from Riot devs, but still...capping/defending a spire sometimes involves so much effort from by the entire team(s), to give something only skarner can benefit from, and to not make him a deadweight. Also i can't find a reason for skarner's spires to be visible from the minimap: it's basically like broadcasting "Hey guys, i'm here!" which is not very cool.
  • Crystal Slash (Q) now is only bland dps, or sheen/BC procs, i've never leveled it before Fracture (E). It feels so empty, it has no flavor unless i byu a sheen/bc....or raw ad.
  • Fracture (E) is actually beautiful. I know, the projectile slows down as it goes across more and more targets, but you'l get used to it. However, the passive: every enemy hit get's marked; by popping the mark you proc a stun, extra damage, and the crystal charge passive from the spires, for the stun duration (reposition!)! this ability became so fun, because of all the high moments it gives. i don't have nothing else to say about it =D;
  • Crystal Exhoskeleton (W) has never been in a better state. Giving it %maxhp scaling was the best thing to do.
  • Impale (R) also got really better, since it procs crystal charge (the same buff as the spire's one): as in, more movespeed for the duration of the suppression.

Let me clarify again: balance wise skarner isn't weak, nor overpowered. He's ok and does well in experienced hands. My problems with Skarner are more of a "feeling" problem:

  1. he feels slow outside of his spires, and can't lane because of such dependancy from these;
  2. Crystal slash is an empty skill by its own, by offering just dps.
    Skarner is in for a full VGU someday in the future, but here's a shorter term solution that i come up with: the bonuses from the spires get split between the spires, and by stacking hits with Crystal Slash, up to X times (e.g. 3 times), so that:
  • Passive: bonuses from the spires got halved;
  • Crystal Slash: each hit grants x ms/ x% as, stacking up to 3 times;

the two bonuses merge when as long as Skarner is in his spires, so that: new bonus values from spires + bonus values from stacking 3 Q hits = live bonus values from spires;

  • Fracture: proccing the mark doesn't give as/ms anymore (moved to Q stacks);
  • W and R unchanged. There shouldn't be any hard values in my suggestion, any value given is to make the idea clearer.

This:

  • makes skarner smoother ouside of his spires, and maybe makes him able to lane again, without eliminating the dependancy between skarner and his spires;
  • makes Crystal Slash a valuable alternative to Fracture (Q for faster clears, E for ganks).

Aaaaand...that might be it =). Thank You for making it to the end, don't hesistate to post Your opinion =)!

8 Comments

Malicious Metal3 votes

Skarner's my third most played champion and I actually liked the iteration with the crystalline venom the most :I

The current one's cool too but I loved a Scorpion actually having venom

Predatorator1 votes

i know right? that was my favourite too, since it made skarner to excalate during his chases/duels. also it felt more fluid =)

Spoofghoul2 votes

maybe they should remove the spires

then make skarner collect crystals instead

these will buff him and his venom

like skarner gains bonus armor and his venom deals more damage based on crystals collected everytime skarner collects a crystal he regens some mana and gains a minor speedbuff too

and then maybe every x seconds in combat skarner applies a sting with his tail applying venom which deals damage and grounds the target

Predatorator1 votes

Removing the spires is more of a long term solution and that'll most likely be accoplished, as Skarner is the waiting list for a full VGU =) what am i talking about here is a shorter term solution =)

This passive looks very bard - ish, but it doesn't look bad per se: as a jungler, skarner got to roam across the map anyways. He'll need some base stats adjustments tho, in order to accomodate the stacking mechanic, maybe some nerf to his damage too. However i can't tell about his laning: he may work fine in a duo lane, so that he other laner can cover his search for crystals, but in a solo lane...idk, depends on how these crystals are going to make him work.

Adding a ground effect is pretty big of a change, given that Skarner already got a generous array of cc, the stun on his E could be most likely what will have to go.

It's a good proposal per se, i wouldn't mind to see that on another champion instead of Skarner, because i'm more interested in finding a way to make him the sticky predator he was before this rework, and possibly to make him lane well.

Spoofghoul1 votes

yea its a bit bard ish threshs ish passive

and perhaps not the most unique thing ever but more fun then those spires

and the effects he gets out can be unique, grounded effect makes him sticky without really using cc he could still have a slow/stun elsewhere though

Anyway i thought as a passive it wouldn't be bad to have on skarner, that we he can roam and collect power as the game goes on

but you are right its more of a vgu thing

Tormentula1 votes

I like the way he is now but I really wished they did some fixes with skarner himself.

I don't hate his new playstyle as it feels really fun just running across the map in the spires, but I feel like his overall "feel" to how he does everything needs an update. Basically he needs an animation and visual update IMHO.

I've been a skarner main since around when I started league, he was in my top trio picks and never let me down as a champion to play in a ranked game or even just to enjoy myself in norms.

I upgraded my computer to have better graphics settings.. Skarner's model in low quality looked better than on max quality for me.. that sounds so weird but its true (and I mean his base model).

I feel like all skarner needs for love is a more visually appealing and better animation change. Even his idle animation has him look to the left in between autos while you're doing camps, and it seems weird. His skins look meh, they're not terrible skins by quality no, but I'm referring to more comic or casual types of skins. All his skins are meant to make him look ugly or stronger which is fine and looks good, but there's nothing for a more casual and silly (think definitely nots, arcades, statue of karthus) and it overall makes his character seem more bland and serious in personality despite having really cool in-game dialog and background lore.

Afterall, his winrate has been in the top 5 for about 2-3 months now, he's in a good spot just not played.

Predatorator1 votes

as i said, i recognize that he's stong balance-wise =) what am i referring to is "feel" wise, as in the way skarner feels so slow outside the spires.

I don't really have problems with his model, nor his animations etc. because he's in list for a full VGU =). battlecast and guardian of the sands are also good skins =). However Crystal Salsh could use some update, since it looks so pixelated.

overall i can't see these as top priorities =)

Predatorator1 votes

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