How to "FIX" the skarner rework.
Since the new abilities are set in stone, since you decided to make an official announcement, were getting the Skarner rocks whether we want it or not. However, there are some ways to make Skarner "Playable" until you rework him next year and (god forbid) fuck up again.
Here is his current Q
Passive - Crystal Spires Skarner’s presence causes crystals to spawn in set locations around the map. Crystals can be captured by either team by standing on top of them. Capturing prevents them from being captured by the opposing team for 10 seconds. While near active crystals, Skarner gains 150 Movement Speed and 35%+5%/lvl Attack Speed, and he restores 3% of his maximum Mana per second.
Now whats wrong with this is extremely simple. Whenever you are in the spires, you are a viable fighter and tank, your basically the current Skarner but slightly weaker. However, the second you leave the Spries, your going to be weak as hell. This passive is going to be stupidly difficult to balance it, simply because of this. But anyway, there are some ways to "bandage" this monstrosity of a rework.
Here is the fix to his passive.
Passive - Crystal Spires NEW: Crystal Force > For every Crystal Skarner or his team have under their control, Skarner gains 12% Increased attack speed and 5% Increased movement speed. NEW: Crystal Force does not apply when in the area of a Crystal Spire, when Skarner enteres a Crystal Spire, Crystal Forces passive becomes inactive.
With this new passive changes, he can at least hope to duel people and chase people outside of his Spries, and this still depends on how many Spires he has.
Fracture (E) 50/55/60/65/70 Mana 12/11.5/11/10.5/10 sec Cooldown Skarner summons a blast of crystalline energy dealing 40/75/110/145 (+.4 AP) magic damage, slowing targets hit by 45/50/55/60/65% for 2 seconds and redusing the blast's speed. A maximum of 6 targets can be hit by Fracture before the blast dissipates entirely. Enemies hit by Fracture are afflicted with Crystal Venom for 5 Seconds, causing Skarner's next basic attack, against them to deal 25/50/75/100/125 additional physical damage and stun the target for 1 second.
New: Cast time removed, Skarner no longer stops moving while casting this New: Cast time removed, Skarner no longer stops moving while casting this New: Cast time removed, Skarner no longer stops moving while casting this
Please, I'm begging you.
So with this, a crappy rework, turns slightly less crappier. Give me your thoughts below.