What I think Should be done about Skarner
Honestly, these nerfs will not actually fix anything RIOT. Skarner's big issue here is he has a HUGE cc chain atm:
Slow, Stun, Ult, Slow, and Stun.
Skarner on top of this has a lot of upfront damage from E and good sustained damage from Q. Nerfing his base stats is not the way to go and I think he could lose some more damage in favor of sustain.
I think there are two kinds of solo fights that Skarner should win almost every time: 1) 1v1 me in my zone! He has restricted power access to these zones, he should always win fights 1v1 in them, or close to anyway. 2) Any fight that you sit there and duke it out for more than a few seconds. Skarner has good sustained damage over time, and that should be emphasized that he can endure long drawn out fights.
I also think it would be nice if his power was spread out just a little bit so he didn't feel like he HAD to jungle. All in all, here is my thoughts on a proposed change for Skarner:
We will Start with Nerfs: Base Stats: MS down to 335- (you have done this already in your current pbe changes.)
Passive: Crystal Spires Mana Regen down to 1% per second. MS bonus down to 50. (re-budgeted power to Q)
Q: Crystal Slash Damage down to 32/34/36/38/40% AD for both damage types.
W: Crystalline Exoskeleton Shield strength down to 10/11/12/13/14% HP (you have done this already in your current pbe changes.) AP ratio down to 50%
E: Fracture Damage up early, down late: 60/70/80/90/100 Ratio up: 100% AP Cooldown for stun proc: REMOVED Bonus Damage on stun proc: REMOVED
R: Impale Initial Damage: 50/100/150(+100%AD) Physical Damage Secondary Damage: 50/100/150 (+100%AP) Magic Damage
Buffs/Changes:
Passive: Crystal Spires -No changes directly
Q: Crystal Slash
- Skarner gains stacks of crystal energy as long as he hits at least one target with Q. These stacks fall off after 3 seconds if not refreshed. Each stack grants him bonus movement speed as well as bonus armor and magic resist.
- Bonus MS per stack: 2/3/4/5/6% (max 6/9/12/15/18%) -Bonus AR/MR per stack: 3/4/5/6/7 (max 9/12/15/18/21) -Skarner gains 1 stack of Crystal Energy per second while within range of a spire that he controls.
W: Crystalline Exoskeleton
- No changes
E: Fracture
- When Skarner procs his stun, he is healed for a % of his missing health. This healing is increased by 50% vs Monsters if he is within range of a spire his team controls. Heal Amount: 6/7/8/9/10% (+2%/100AP) missing HP VS Monsters in Spire range: 9/10.5/12/13.5/15% (+3%/100AP) missing HP.
With these changes, Skarner will still be a strong duelist. His high damage points will ONLY be in his zones because of attack speed and rapid Q procs, but he will be durable and not gutted outside of zones, as he will be tanky and have his CC.
Currently, outside his zone he still has a bunch of free damage that feels almost bursty along with his CC, that is the issue. Please consider this as an option and revert the base AD change. It wont actually fix anything.