A suggested changed to Skarner new passive.

lightdragoon88··15 votes·4,512 views

http://th09.deviantart.net/fs71/200H/f/2011/281/1/d/league_of_legends_skarner_by_sakashiiii-d4c8tgd.jpg

I mean aside from getting rid of this new one and trying again, let see if we can make this somewhat usable.

First what does this passive do? Well....

 Skarner's presence causes crystals to spawn in set location around the map. Crystals can be captured by either team by standing close to them. Capturing them prevents them from being captured by the opposing team for 10 seconds. 

While near crystals his team owns, Skarner gains Crystal Charge.

Crystal Charge -  Grants 150 movement speed and [35+5 per level]% attack speed, and restores 3% maximum mana per seconds. 

So Skarner gains some good buffs inside these things...but the main problem is they are to small. https://www.youtube.com/watch?v=oFaBcvGhmT0

Sure they are fine when you are jungling, but ganking and teamfighting outside of these areas and Skarner is MUCH weaker. So what is the change I am suggesting?

**GIVE A PORTION OF THE MOVEMENT AND ATTACK SPEED BUFF TO SKARNER OUTSIDE THE AREA FOR EACH ONE HE HAS CAPTURE. **

For each point Skarner has, he gains 1/5th of the max power. So let say at level 1 you have 1 capture point. If Skarner is inside it he get the 150 movement speed, 40% attack speed, and the 3% max mana regen. If he is outside it, he gets 30 movement speed and 8% attack speed.

"But wait, there are 6 points, not 5" Why yes...Skarner only needs 5 of the points to have the full movement and attack speed when outside those areas so if he gets all 6....he gains the 3% max mana regen when outside the areas too.

9 Comments

Drak Pinebreaker9 votes

I think this is a great proposal, assuming we are sticking with the weird mini-game.

At least with this Skarner isn't forced to say "Well, team, I will be sitting at the jungle objectives all game. Bring the fight here and I can help! Ganks? LULWUT?"

lightdragoon881 votes

Exactly. Even if he just gets 3 of the points (2 in his jungle and either dragon/baron) he can have a good amount of movement and attack speed for when he comes to gank lanes.

ChickenBoiledEgg1 votes

New Meta, 2 champions per jungle and the 3 in lanes have to gank the when the ennemies go for the scutlecrabs

Shénzhì3 votes

updated

{quoted}

**GIVE A PORTION OF THE MOVEMENT AND ATTACK SPEED BUFF TO SKARNER OUTSIDE THE AREA FOR EACH ONE HE HAS CAPTURE. **

For each point Skarner has, he gains 1/5th of the max power. So let say at level 1 you have 1 capture point. If Skarner is inside it he get the 150 movement speed, 40% attack speed, and the 3% max mana regen. If he is outside it, he gets 30 movement speed and 8% attack speed.

"But wait, there are 6 points, not 5" Why yes...Skarner only needs 5 of the points to have the full movement and attack speed when outside those areas so if he gets all 6....he gains the 3% max mana regen when outside the areas too.

Ok. I'm understanding....

i'll contribute.

COVERAGE: Do not limit it to diameter.

Instead of a huge circle, the Crystal Charge covers the whole area! Not a huge circle coverage; a coverage of all pathways. The ground cracks with crystalline beams glowing through all Crystal Charge's pathways (not walls). Blue/Red team color.

**BUFFS: **

  • Tremor Vision (RekSai): Crystal pulsates its influence area and 'pings' enemy champions. Depends on each subtle pulse. (Does not reveal motionless. Does not reveal on minimap)
  • Local Vision: Ally in Crystal Charge's influence area are granted vision over walls!
  • Enhanced Movement Buff: Flat movement buff (out of combat).
  • Combat Buff: These buffs only occur when enemy nearby (do no need vision). (Visual animation notifies player of inbound enemy.)
  • Fleeing Buff: Tenacity 15% (in combat). Does not stack. Cooldown 30s.
lightdragoon882 votes

That's....a little to much in my opinion.

Shénzhì2 votes

It's a balanced alternative that may need slight adjustment. :p

lightdragoon881 votes

http://boards.na.leagueoflegends.com/en/c/gameplay-balance/0y95ylI3-skarners-crystals-analysis-and-recommendations?comment=00020000

[{quoted}](name=Count Lieberkuhn,realm=EUW,application-id=3ErqAdtq,discussion-id=0y95ylI3,comment-id=00020000,timestamp=2015-08-06T04:48:49.942+0000)

I think it's also a better option than what we have currently. It reduces the all-or-nothing aspect of the crystal buff somewhat, which is an issue I brought up in response to Lugg in this thread. It's got some potential!

It needs a bit of tweaking though in terms of numbers. By having just the 2 crystals in his own jungle, Skarner would get a base movespeed of 390, which would already offset his main weakness of having little gapclosing ability. It also runs the risk of being snowbally in the mid-late game, as having control of the map with your team will result in Skarner being an unstoppable terror. For a team with a moderate advantage, maintaining the 2 river crystals as well as his own jungle would be very easy to do, and this would allow him to transition more easily into taking the remaining two buffs. It sets up a 'win more' situation.

The basis behind the idea is solid, but the numbers need to be toned down a lot for it to be balanced. An overall buff to the movespeed is nice; maybe increasing his movespeed by 1.5% per controlled buff would be a better option? With a based movespeed of 330, each buff would be worth 4.95 movespeed (let's round up to 5). This means that if Skarner has control of 3 of his buffs (average performance for Skarner and his team) then his movespeed will actually be the same as the pre-nerf value (345). This seems nice to me. With all 6 crystals, his base movespeed would be 360. This would make him the fastest champion in the game by a small margin (Pantheon and Master Yi are currently fastest at 355). This seems like a desirable and very useful buff for the scorpion, but would make it less oppressive for the enemy team if he was ahead.

As for the attack speed aspect, if each crystal gave something like 5% bonus attack speed outside of their zones, that might be nice as well.

Just to re-iterate though, this sort of idea has lots of unhealthy snowball potential, so the numbers need to be conservative enough to be fun and allow the enemy jungler to come back from behind if they play well. The passive in its current form is actually kinda snowbally by design anyway, as I mentioned in my OP post under bad aspects of the new passive.

I hope this feedback helps though! Lots of people coming up with good ideas on how to tweak Skarner's passive to be more fun and strategic and less of a gimmick.

Thank you for that input. Yes I can see that adjusting the numbers would be needed in order to prevent Skarner from getting to strong so soon.

KnighRrider1 votes

This sounds like a fantastic idea! from what I could tell Riot just made the nastiest champ in the game nastier to lane against, made Garen an assassin, and gave Skarner a couple rocks... jk xD but its not really a buff if skarner trades permanent abilities for different ones that are only available on certain points in the map...

Blitz Striker1 votes

Why don't you work at riot, because this is a REAL buff that Skarner would need...all of this would make me play him LOADS more...pleas riot, listen to him

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