Skarner Gameplay Update Proposition
Hello everyone!
I'm here to talk about some idea i had about a reworked kit for our favorite scorpion
!
Here is his actual state : Like every Juggernaut post rework, he has a strong identity with specific gameplay, sustained damage with high tanking, but not that much mobility. His ultimate is his signature move, but so strong spell must have strong counterpart (range, CD)
Here is what i propose :
- Change his passive to make it more tricky : Remove the current 6 crystals, but make him able to pop one wherever he wants. Like "when Skarner stand still for 3 seconds, he can channel to create a crystal right where he stand. This crystal is visible for minimap, and last 10 minutes, reducing faster when an enemy champion stand next to it" This make him kinda dominant in any area he wants, but cost for Skar is time loss and "passively revealed". Choice is up to the player : agressive and risky crystal or safer crystal?
- Q is somehow the same, AoE damage with low CD, and put a mark on any enemy hit, so consecutive ones hits harder. Using Q in the area of a crystal make CD shorter, or mana cost lower, or any benefit that will do...
- W remains the same, but low speed buff and shield amount when cast out of a crystal range, and higher stats when used within a crystal area of effect.
- E is changed to a low range and very thin skillshot (think Lucian Q), still applying a slow. Within passive crystal range, the range gets better (or projectile speed, slow increase, w/e)
- Ultimate is completely changed, passive skill, gaining stacks (looong CD here). When an enemy is hit by E after being marked by Q, here comes the FEEL MY STING! and you can bring enemy champion wherever the 1~sec suppress allow you to. Yup, his R become combination of Q + E, so there is lot counterplay, but E have better range than actual R, so you can use id without sight or long range sniping. And the charge system allow you to use it twice a teamfight. You can make, as an active for Skarner ult, a way to consume any passive crystal within range, to get benefits (CD on QWE, or ult suppress duration?) Oh, and maybe a Q+E without ulti stack might stun instead of grab? So ganks are still dangerous if you can land a (difficult) E after a A.
This kit is somehow exactly the same, but is more flexible for
.
What do you think about this? (am i even clear in my explanation? :O )