How to "FIX" the skarner rework.

Archenz··4 votes·1,709 views

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.

6 Comments

Mute2 votes

I'd just prefer if they left Skarner as he is right now and tried again with another rework in a few months.

This new crystal sh*t is atrocious.

Archenz2 votes

That's a few months leaving me without someone to go to when I need to carry in the Jungle.

LaowPing2 votes

My ideas for skarner 1: Buff his stats to somewhat make up for all he lost (enough to where he's slightly weaker without the rocks but stronger with them relative to his old self) 2: Rocks can only be "deactivated" by enemies, not captured (giving the enemy a chance to profit off of Skarner just seems stupid to me. They shouldn't get gold and small vision just because the enemy plays a certain champ) 3: Let Skarner place the rocks instead of having them at set locations. (That way he can still have objective control while still being a top laner. It'll be like GP's barrels where the opponent has to play around them)

sp4411 votes

Y'now, I like putting his current passive on his E, that's a good change, it makes E a more distinctive skill and opens up his passive for something cool.

Y'now, something that doesn't completely slash his power when he's not standing on the designated spots that can be taken away from him.

I mean, for fuck sake, he shouldn't have to stand in these zones to be decent, if he's giving the enemy free wards and gold, then he BETTER get something powerful in return. This is the equivalent of breaking your legs and then putting a motorized wheelchair in the middle of the room. And your opponent can get the motorized wheelchair before you.

For contrast, Gangplank's barrels can be denied from him and give his enemies gold, yes, but in return, triggering them causes massive damage, steals their movespeed, and refreshes his powerful passive. His enemies get something because he gets something very powerful. Skarner's shrines aren't just something that give him a lot of extra power, they give him BASIC power.

Archenz1 votes

I really hope we get some changes today to the passive.

sp4411 votes

Personally, I'd make it so that enemies don't get any benefit from taking his shrines before the 3 minute mark and the lockout period is 5 seconds instead of 10. I'd also return some power back to his Q and make it so that the speed boost of W decays after the shield breaks, so that he can still stick onto his target for a while longer.

More from Gameplay

More by Archenz