@Riot you're buffing Skarner in the wrong way, here's my sincere opinion
1st of all this is just a sincere opinion and I don't want to QQ at Riot even more. I know many are salty due to patch 5.2, but I simply just want to put my thoughts. Also, while not having a PBE account, I believe I still have some knowledge to discuss this kind of numbers changes, unlike the kit changes, and that's why I'm making this thread. Feel free to say your opinions!
For those who don't know the changes:
Crystal Slash (Q) damage increased to 20/30/40/50/60 from 18/28/38/48/58 Crystal Slash (Q) while charged bonus damage increased to 20/30/40/50/60 from 18/28/38/48/58 Fracture (E) damage increased to 40/75/110/145/180 from 40/60/80/100/120
I'll be honest, Q is a decent buff. Yes it's only 2 damage but it's a very spammable ability. What bothers me it's his E.
Since the jungle is so hard at the moment, people need to max W 1st over E. Which means the damage will only be noticeable at level 14.
Also, while yes Skarner deals some damage, that isn't his role on late game. His role is to tank damage, provide utility and if possible catch a carry with ultimate. So E buff makes no sense here.
If you really want to buff Skarner without buffing W or Q even more (which I don't agree because it's already a low cd), then buff it's E utility instead. Put the slow at 65% for example. Or change it to a mechanic similar to Chilling Smite.
The problem with Skarner atm is that he lacks a role on the team. His ganks pre 6 are worse when comparing to the FOTM junglers, and he needs to grow up in some way, which I believe utility is the most safest way.
TL;DR: E shouldn't be buffed by damage, few people level it. E should be buffed in utility instead to help him in both early and late game.