Revert skarner rework

KlydeFrog··19 votes·1,856 views

Please undo this crappy rework the spire is crap and weaker compared to how he was .

41 Comments

Tormentula10 votes

Reverting skarner would be a bandaid solution.

The dude needs a full VGU, the revert would make him playable for skarner mains for a short period, but he'd still struggle either way, just lane skarner would feel better.

KlydeFrog6 votes

He was fine before

Sightless666 votes

No he wasn't. His playerbase was still in the shitter and no one liked him. He was one of the least--played champions, and that was before all the other least-popular champions got reworked. He would be almost exactly as unpopular among his playerbase after a revert as he is right now.

His design has been atrociously fucked since they removed the permaslow. Every rework since then has just been a do-nothing stopgap measure not actually intended to fix any real problems.

Reverting back to the second rework is technically better than keeping the spires, but it would still leave him as an incredibly boring, incredibly unpopular champion. I'd put money on him remaining the least-popular champion in the game. He needs a full rework, and nothing short of that.

KlydeFrog2 votes

he was fine before because again he was more or less identical to udyr.

Sightless663 votes

Except less popular, with fewer mains, and with even less mechanical and strategic depth. And Udyr's already not a popular champion, so stepping down from that is NOT a positive thing.

Udyr never hit the bottom-5 popularity. Skarner very rarely left the bottom-5. That point of data shows the difference between them.

He's been a bottom of the barrel champion since the first rework. We should aim for something more than that, not just a return to extreme mediocrity and a continued stay as the least-popular champion in the game. He needs real help, not a return to the rework that Riot didn't put any effort into in the first place.

KlydeFrog2 votes

the reason is he used to be a top laner with a lot of sustain then they turned him into a jungler. the one before the spires he could do more then just being a ult bot like he is now.

Sightless662 votes

the reason is he used to be a top laner with a lot of sustain then they turned him into a jungler

That's very untrue. He has literally never been played competitively in any role other than as a jungler (https://lol.gamepedia.com/Skarner/Match_History), and at the time of his season 3 nerfs (V1.0.0.150) over 95% of his games were as a jungler. He has been a jungler throughout his entire history. The old E that gave sustain was considered far, far too mana hungry for any top-lane use, and a lack of burst, lack of mobility, and his general mana issues forced him out of ever top-laning.

the one before the spires he could do more then just being a ult bot like he is now.

Very, very debatable. He had less front-loaded CC, and didn't have any increased damage or mobility. The difference in playstyle was minimal at best, and there is nothing that gave him any additional proactive tools.

The widespread public opinion (and the competitive one) is that he has had no proactive tools other than his ult and his E for a very, very long time. The most recent rework added a very boring mechanic in the spires, but it really didn't shift his power very much because he's balanced around not needing them. Hell, the only reason he's weak right now is because of the rune changes. His biggest problem is design, and there is not a single scrap of data suggesting that a large number of people have enjoyed his design at any point for nearly 5 years now.

Terchio1 votes

To be fair, he should have been a top, and probably would if initial Skarner were here today. He had both a shield and a heal, and wasn't a slouch at damage. He would have had almost guaranteed trade wins nowadays, and been whined about constantly. His mobility is his only drawback, but honestly, plenty of tops do fine with that limitation.

Honestly, I'm starting to think there must have been a handful of Skarners ahead of their time up there, and Riot wanted to avoid the transition. I do remember him being quite decent up there, though I still usually stayed in the jungle 'cuz troll.

KlydeFrog1 votes

his e used to have ap scaling and would heal off of hitting people

Sightless661 votes

He wouldn't be a top nowadays. His core issues back in the day were:

A. Mana issues if he actually used his heal (still a problem, particularly since it was quite mana-inefficient for the amount of heal it actually gave).

B. No burst for trading (absolutely huge problem, it means he has no other fights but all-ins).

C. No way to force an all-in to make up for B.

D. Waveclear too slow and short ranged to allow him to get quick pushes to let him farm past the time when B and C matter.

E. His only ranged farming tool is both mana-hungry and takes up his sustain if he needs to use it for ranged farming.

F. His level-6 powerspike mainly helps with ganking as opposed to straight fighting power, but the rest of his kit does relatively little to enable ganking at that point of the game, making him too flash-reliant for a ganking-based toplaner.

G. A lack of enough straight fighting power and kill-ressure to make up for any of the combination of the above.

And this was back in the day when melee champions who actually had to fight him were the main top laners. Put him in today's top lane meta where he's much more likely to face either a ranged champion or a champion with major disengage, and he's going to be at a major disadvantage. You would have to majorly buff the E if you wanted him to be playable top lane without being strictly better in the jungle.

His mobility is his only drawback, but honestly, plenty of tops do fine with that limitation.

They have other tools. Let's take a look at the easiest comparisons. You have Nasus , who makes up for a lack of mobility and hard farming with higher in-lane sustain, much smaller mana issues, an extremely strong level 6 powerspike, and a clear split-pushing gameplan. Or, you can take Malphite , who has some of the same trading and sustain issues but makes up for it with an extremely strong ganking plan and very little reliance on fighting stats to do his job (as opposed to Skarner who is going to be stat-reliant to do his job as a bruiser). There's Nautilus , who has better pushing and quick trading, as well as a better fall-back ganking plan.

You can do this for pretty much any good top laner. You can say why they don't have the weaknesses old Skarner had top. Skarner would probably be playable top if he were just rereleased today, but I see no reason to think there would be significant numbers.

I'm starting to think there must have been a handful of Skarners ahead of their time up there, and Riot wanted to avoid the transition.

There really weren't. His play percentage top went down over time, not up. In early season 2, he was played top almost 20% of the time. By the end of season 2 when he got nerfed, it was less than 5%. It did not increase to a significant percentage over the course of season 3 before his rework.

Riot wasn't avoiding anything. They responded to the fact that his highest popularity AND highest winrate builds completely skipped the E, and community complaints constantly demanded it be changed. They thought they would appeal to people by giving them what they wanted (a new E effect), which would make up for removing the permaslow. They were completely wrong, but that was their thought process at the time.

KlydeFrog1 votes

tank tree with mana band would be okay or tank tree with sorcery and i would tak grasp over aftershock. as with shen and poor farmers sunfire cape and tiamat are your friends.

Sightless661 votes

I think you responded to the wrong person. You might want to repost it to whoever you intended to respond to.

Terchio1 votes

His play top went down because people thought he was viable Sheen top. That was the lane he couldn't do that in because top was dominated by champions who could do that, and far more reliably, despite his heavier thwaps. Skarner's base damage was k, but when compared to champs who shredded armor and dealt true damage (Darius Irelia MonkeyKing Nasus JarvanIV ), plus the heavy amount who could kite and escape (Vladimir Ryze Vayne Kennen, and those who still found ways to outduel you on their oppressive damage and control windows back in the day (Riven Renekton you were never really a kill threat back then, despite being able to hold enemies down reliably. Back then, Sheen had to be jungle build in order to maximize his instant damage output, plus work toward insane movement speed. Not really the case in top, where the struggle is to survive at all.

Other avenues were available, though, like top lane farm into mana build (insanely reliable to get item 3003 item 3004 maxed, and one of the few who can use both well) and even AP/CDR/defenses build (item 3110 item 3065 item 3100 ) was highly effective. Also, Will of the Ancients was a decent addon to most builds, because despite his general lack of single-target abilities, it still meant healing on top of his extremely high trade potential, and the CDR always worked to cycle his skills endlessly. item 3146 was an option, but generally favored autoattacking, which he either did very well or not at all, and tended to anchor you into downward spirals, especially at the cost.

I think other avenues were available, but I'm having trouble remembering at the moment. New item 3146 might be better for him now, though, because his physical Q's actually scale his healing.

Nowadays, though, there are answers to mana problems in the Sorcery tree. I could see him abusing Aery or Comet, as well, because he's as melee as champions get to refresh Aery, but also spams skills quick enough for Comet to be nuts with its cooldown reducing mechanic. There were answers back in the day with Mana Regen Seals/Glyphs as well, but he'd have a cakewalk nowadays like Nasus tends to get, at least on the resource management side of things. Transcendence would probably ultimately suck, but I'm still curious what a 45% CDR Skarner would have been like, so an Inspiration second would have been something to try as well. He would have had ways of making it work, though I'm sure the majority would be considered troll, even if Skarner is his own type of troll pick altogether.

Sightless661 votes

There is a lot wrong here. First, and most importantly, there was no build that answered the core problems Skarner had going top. His problems, as expressed above, were core laning weaknesses, a lack of a viable trading pattern, poor fallback mechanisms, and a medicore midgame plan. Scaling into a full item build was never part of the problem, and none of the builds you mention address anything except mana issues (and addressing mana problems with a tear is begging to get shit on; there's a reason Jayce's winrate went up 4 points the patch when people started building straight lethality). Item builds weren't helping solve any of that.

Second, mana builds and spellvamp builds were not viable on Skarner. Neither were AP-based builds. The mana builds too far too long to scale up even with his Q and did not provide large fighting value. They also opened up way, way too much vulnerability nowadays. Spellvamp tried too hard to double down on sustained fighting at the expense of durability when just investing in resistances and cdr did the same thing better without the vulnerability.

Finally, sheen was not a primary item on top Skarner. The meta at the top for top skarner was a heart of gold rush, followed by resistances, followed by a triforce if ahead. People experimented with that and other builds, and dropped Skarner as they realized that no build would make him work, not because they weren't willing to try anymore.

Back then, Sheen had to be jungle build in order to maximize his instant damage output

Sheen wasn't a part of most jungle builds, despite him having one of the highest base damages in the game. Skarner dominated in the era of gp10 jungling, which involved rushing the gp10s and tank stats and beating your opponents on base damage. Skarner excelled at that because his base stats were superior to that of tank and support junglers. This is part of why the season 3 itemization and jungle changes nerfed him so significantly; increased gold-flow was actually a relative disadvantage for him.

Nowadays, though, there are answers to mana problems in the Sorcery tree.

The main answer is manaflow band, which does not synergize well with low-cost spammable spells like his Q. That just consumes it and gives minimal value. It's something, but it's not much, and it only addresses one part of his laning vulnerability.

but he'd have a cakewalk nowadays like Nasus tends to get,

Nasus has a cakewalk because of his own mana-pool buffs and improved early-game mana itemization like coin, as well as the teleport meta. Skarner would benefit from part of that, but it's very likely it would still be a large problem.

I could see him abusing Aery or Comet, as well, because he's as melee as champions get to refresh Aery, but also spams skills quick enough for Comet to be nuts with its cooldown reducing mechanic.

Skarner abuses neither of those now, despite having a similar spell-casting paradigm. He's not even good with them. This is not something he'd abuse if he was reverted.

Don't get me wrong; I'd love to see Skarner just reverted back to his initial state. However, I recognize that there was a kit-based reason why Skarner top was so mediocre. It wasn't just player ignorance; it was a fundamental kit problem.

Terchio1 votes

{quoted}

Scaling into a full item build was never part of the problem, and none of the builds you mention address anything except mana issues

That was his problem. Anything else in lane, Illaoi, for example, had a poorer form of trade for. Skarner also had very strong endgame scaling, as long as you invested in CDR over Sheen, which isn't even a problem anymore with the current Trinity Force. His trades were hardly weak. Few laners get a heal and a shield in the same kit, and he got heavy stickiness to go with it, basically letting him choose his trades as long as he didn't face oppressive burst, which mostly has been plucked from the overbearing mess it was back in the day. Now champions like Darius and Riven have realistic means of being beaten in lane.

addressing mana problems with a tear is begging to get shit on; there's a reason Jayce's winrate went up 4 points the patch when people started building straight lethality

Tear is an item meant to hold a champion until the endgame. Jayce does not have that endgame viability, and is far more potent in early scrums. Skarner has the longevity to hold off on the early game and be far more effective endgame, as long as his resource management and defenses kept up.

I'm starting to wonder if you even know what his old passive was? It was nowhere near early game potent.

Second, mana builds and spellvamp builds were not viable on Skarner.

Of course they were. Mana regen was all that Skarners ever whined about, even in non-CDR builds. Vamp isn't an obscene difference, but if the matchup was tankier, it often gave Skarner the means to be unshovable from lane, even by most ganks.

Neither were AP-based builds.

Yeah, they were. They were your best shot in top, with all of your skills stacking quickly, heal, shield, Q damage... The works.

Finally, sheen was not a primary item on top Skarner. The meta at the top for top skarner was a heart of gold rush, followed by resistances, followed by a triforce if ahead. People experimented with that and other builds, and dropped Skarner as they realized that no build would make him work, not because they weren't willing to try anymore.

Again, survive in lane build over scaling build. The lane oppression is over, Skarner would have a much easier time in today's lanes.

Sheen wasn't a part of most jungle builds, despite him having one of the highest base damages in the game. Skarner dominated in the era of gp10 jungling, which involved rushing the gp10s and tank stats and beating your opponents on base damage. Skarner excelled at that because his base stats were superior to that of tank and support junglers. This is part of why the season 3 itemization and jungle changes nerfed him so significantly; increased gold-flow was actually a relative disadvantage for him.

Every jungler did g/10, and the reason he did it the most was because it let him get his early Sheen, farm passively and quickly while ganking, and hope for a tanky endgame payout, with mega beefy items that aren't in the same shape anymore, like Warmogs and Sunfire. Top, however, was never highly successful at that, save Avarice Blade abusers. That, again, is mostly his jungle build, and any heavy usage of that top is bled over from his jungle path

The main answer is manaflow band, which does not synergize well with low-cost spammable spells like his Q.

Manaflow band has 2 parts. The second part is plenty effective on anybody who spams their skills, even if a long cooldown. Also, it wasn't his Q people whined about, it was his supposedly lofty E.

I also forgot that Chalice of Harmony was an extremely efficient buy back then, and Athene's was also highly effective back then. Not going to help him much now. However, Redemption has been a staple of Skarner's after one of his reworks, and who can blame them with the regen it provides?

Skarner abuses neither of those now, despite having a similar spell-casting paradigm. He's not even good with them. This is not something he'd abuse if he was reverted.

Skarner now has a better option in aftershock, since he has a stun, but is designed to have a short window of effectiveness. He is not designed to use his kit in the same way as old Skarner. Old Skarner was a true skirmisher, holding the enemy in reach for long lengths, not this stun-fanatic that has gated hold duration because of the strength of the hold he has.

Don't get me wrong; I'd love to see Skarner just reverted back to his initial state. However, I recognize that there was a kit-based reason why Skarner top was so mediocre. It wasn't just player ignorance; it was a fundamental kit problem.

He had a problem all right. It's called a free AoE Mallet at level 9, which is actually the slow strength they nerfed it down to. At no point in time did he require more than 20% slow to use his kit properly, and yet instead they kept it at 40% until the end of time, and then changed him into this monstrosity. His autoattack enhancing kit screamed Skirmisher or Juggernaut (not the "Juggernaut" of his Juggernaut rework), and yet they gave him heavily nerfed versions of these abilities as though they were really synergistic abilities with more of a Vanguard flavor (and let's face it, his current iteration is more Vanguard than anything else, even Diver).

Sightless661 votes

That was his problem.

There is a clarification to make here. I wasn't intending to write or say that Skarner was weak with a fullgame build. I know he was very strong with a full item build. His problem is actually getting to the full item build (that is what I meant by "scaling into"), and your item builds are basically designed to screw him over on that. I'll to that more specifically later.

Few laners get a heal and a shield in the same kit, and he got heavy stickiness to go with it, basically letting him choose his trades as long as he didn't face oppressive burst, which mostly has been plucked from the overbearing mess it was back in the day.

A few things. First off, burst trading is still just as prevalent nowdays as it ever was. However, two other things have majorly increased in top lane: range, and mobility. Neither are things Skarner reacts well to in the laning phase. Both prevent him from getting the extended trades he needed to survive. Skarner never had to deal with something like Jayce or Gnar, all of whom crush him.

Tear is an item meant to hold a champion until the endgame.

That's a misunderstanding of the item. Tear is built on champions who don't need to put themselves at trading risk to enable ranged waveclear to make up for early game weakness. That is why, as players have gotten better at the game, the key consensus is that tear should never be built on any melee champion. Hell, we even abandoned it on Singed back when he had his mana passive because we realized how much it gimped him.

Mana regen was all that Skarners ever whined about,

Of course they did. The entire reason for the whining was that it was a problem that you couldn't viably itemize out of. You couldn't viably build tear or rush other mana items, because it gimped you too much.

I'm starting to wonder if you even know what his old passive was? It was nowhere near early game potent.

Exactly! You couldn't double-down on early game weakness on a champion who can't farm without risk! It's atrociously bad.

Manaflow band has 2 parts. The second part is plenty effective on anybody who spams their skills, even if a long cooldown. Also, it wasn't his Q people whined about, it was his supposedly lofty E.

The second part only really helps when you're low enough that you can't take an extended trade anyway, so it's not earning him that much. The first part is the important bit, and it has two problems. First, the Q is likely to consume it if it pops when Skarner is farming or fighting, which is not always something he can control. Having a low-cost ability that you have to use contantly while fighting does significantly incrase the risk of wasting it. Second, his E's mana cost wasn't that high per-cast (it was 55-70). However, when you took into account how often you had to cast it to get real healing, and the effectively low cooldown that it had, its total mana drain was quite high. That does make it worse for manaflow band, because that works better off of very high individual cast-costs.

Again, it wouldn't be bad, but it does have to be balanced against mastery-based regeneration at the time, and it's not that much better.

Every jungler did g/10, and the reason he did it the most was because it let him get his early Sheen, farm passively and quickly while ganking

Again, sheen was not a early item in his jungle build in high level play. It didn't provide enough threat against laners given the level and gold disparity he was assured to have. People in high level play put off sheen until third item after boots AT LEAST. Sheen rushes weren't a part of jungle play, and weren't part of his top play either.

I also forgot that Chalice of Harmony was an extremely efficient buy back then, and Athene's was also highly effective back then

And yet, despite how stupidly overpowered Athene's was, nobody built it on Skarner in any high level games.

Yeah, they [ap builds] were. They were your best shot in top, with all of your skills stacking quickly, heal, shield, Q damage... The works.

Again, no they weren't. The build was too focused on damage without good-enough scaling, was way too vulnerable to getting burst down during the early kiting phase of fights due to lack of real resistances, and didn't offer enough durability for him to use his high sticking power. It was a trolly snowball-reliant build only, not one you could count on.

I'm really going to sum this up in one way: I don't think you were very familiar with high-level choices that Skarner players made, and I really think you have rose-tinted glasses about mediocre builds. You remind me a bit of a friend of mine who played AD Lissandra up to gold around when she released. He could eloquently defend why he did it, but it was still bad. His success with it said more about him than about the champion, and your success with AP Skarner says more about you than about Skarner.

I just really don't think you have a correct perception of the weaknesses of the builds you are espousing.

With that wrapped up, let's deal with one last point.

However, Redemption has been a staple of Skarner's after one of his reworks, and who can blame them with the regen it provides?

Staple? He didn't even build it that often in the 6.22 - 7.1 phase when the item was stupidly OP, let alone recently. Rightous Glory would be a better example of a staple Skarner item that has mana.

KlydeFrog1 votes

he was like udyr before minus he was stronger due to his ult stun. here is the thing before hitting 3 things stunned the target and sure he didnt have much to no ad scaling but that was fine. Here is the fun part that people did not do or know about, you could aoe stun if you had tiamat/hydra because it procd off your q and passive. Before he could split push clear camps faster and other things, now with the spires he is in fact weaker because being reliant on the spires to be of any real value is dumb in my opinion because once again his spires now did what his Q used to do .........

Sightless661 votes

here is the thing before hitting 3 things stunned the target

As opposed to just hitting his E, which gave enemies a much lower reaction time.

Here is the fun part that people did not do or know about,

People did know about it, they didn't do it because ravenous hydra was utter crap on him. It was not worth the wasted stats. You are putting, way, way too much importance on that stun.

being reliant on the spires to be of any real value is dumb in my opinion

He's not. He was balanced around not needing them. The thing you aren't taking into account is the major rebalancing of his base stats and the much easier access to his stun. Those characteristics more than made up for anything he lost.

More importantly, YOU ARE FOCUSING WAY TOO MUCH ON BALANCE. Balance is easy. They can just buff current Skarner (like they are doing), and make him balanced. The real problem is making him interesting, and that is something a straight revert will not do.

KlydeFrog1 votes

Hydra wasn't crap on him for starters also having to hit your eor landing 3things ? Not much of a difference. Here is the thing what his spires did is what his old q used to be , like what most people said take the ad scaling and give me back his old q .

Sightless661 votes

Hydra wasn't crap on him for starters

It absolutely was. This was considered a standard "noob-trap" item. The stats were bad (high AD and lifesteal are both inefficient on him) and he didn't need the effect. It was never, ever built in high level play. I'm sorry, but there's nothing else to say here.

eor landing 3things ? Not much of a difference.

There's a very big difference. You have to either land 2 Q's afterwards, or you have to invest into a terrible item. Either way, you're looking at 1 - 2.5 seconds before the stun, and that's not even mentioning that you can't follow up an ultimate with a stun directly afterwards like current Skarner can. That gives enemies a much larger reaction time, which is a lot more time to escape, get cooldowns back, for allies to get in, etc. It's a big difference.

Here is the thing what his spires did is what his old q used to be

You keep repeating this and it keeps meaning nothing. First off, the spires give more attack speed, which the Q DID NOT DO at the same time that it he had crystal venom as his passive. You're mixing up the first and second reworks. Second, the spires are irrelevant, because he's balanced around not needing them. The expectation for Skarner at high level play is that they won't be anything but a farming tool. His power level is, for the most part, independent of them. They're a boring mechanic, but in terms of measuring his actual power, they really don't matter.

like what most people said

Most people say he needs an entirely new rework. There's a reason that's the most upvoted response in this thread.

KlydeFrog1 votes

not truly a big difference. you miss your e you really cant do anything before guess what hit any 3 things spells or basics and tiamat was not a noob trap, remember this was before titanic hydra. or take him back to when his e healed and take him top lane. i suppose you could take him top lane or lane with him how he stands now

Sightless661 votes

and tiamat was not a noob trap, remember this was before titanic hydra.

I know it was before titanic hydra, and that's the entire reason why it was a noob trap. The actual tiamat itself required an investment of 1,900, and that was for 40 ad and 100% hp regen. Neither of those are things Skarner needed, and it was expensive for those stats. Additionally, given that Skarner would not build much other AD, the active and passive both did relatively little damage, on an item giving him almost nothing but damage. Finally, its only upgrade was ravenous hydra, which provided more stats Skarner did not want. If titanic had been an option, it might have been decent.

There is a reason why nobody in any high level game ever bought that item. They knew better than you.

not truly a big difference.

If you don't think a 2.5 second difference matters, then you have fundamental game understanding issues. It is extremely important.

You miss your e you really cant do anything before guess what hit any 3 things spells or basics

Except that you wouldn't have closed the gap anyway if you didn't hit the E, so you're making a moot point.

take him back to when his e healed and take him top lane

Again, something no one actually did. Do you remember that the most popular and highest winrate builds both skipped the E? That's damn important. The real reason to return him to that time would be the permaslow, which was a much more defining aspect of his character than the heal ever was.

Here's a better option: rework Skarner from the ground up, and forget entirely about all of his past reworks.

Terchio2 votes

They gutted everything fun about his actual kit, and ran with his high base AD, even since the beginning when Phreak displayed his "Tons of Damage!". Of course he's no fun. The only thing you can do is inject all the CC you can find behind a powerful Trinity Force whap. That's not a champion.

The funny thing to me is that permaslow options are still all over the place, but his melee crap one was always forced to be scoffed at because he had 40% slow at level 9, an AoE Frozen Mallet, and even that was what it was nerfed to... plus on his bread and butter damage skill, barring the slow. If it was entertained as his catch-up tool, as it's supposed to be on an auto-attack based kit, a 20% slow would have been more than enough, even less, and his kit could flourish without being some crazy gimmick.

But these were the "Garen is a joke" days. True juggernauts were but a pipe dream, and Riot has never come around to realizing they've messed up a good thing.

MOuHahaHAhahaaaa1 votes

I used to play him sometimes in the past. Since the new changes he isn't interesting to play... Anyways it has a great potential for future reworks !

KlydeFrog6 votes

I had and still have lots of rage when they did the rework. Spires useless and his whole kit is bad . People try to argue with me but can't because the spires gave what his old q did how are you going to argue that .....gank potential is the same more or less .....hit 3 things for stun or having to must land e ......he is a ult bot with slower clears

69ScrotalAgony691 votes

I've always wanted skarner to be re-reworked to be a bit more viable. I don't know if old skarner would be that great in the most recent patches of league. They really just need to take some of the power from his ult and inject it elsewhere in his kit. I always thought that making his ult a skillshot almost like a new Xin Zhao W but with a bit more girth would be better, have it stun the first target and do some damage and slow anything else hit for an amount. Maybe even change some of the effects of his abilities to give some skill to his kit or outplay.

KlydeFrog2 votes

TBH the previous rework was in a sense identical to udyr . Take the spires away and put it back into his q .

SpecterVonBaren1 votes

It was also one of the most unnecessary. Like, they had JUST reworked him not that long before the juggernaut patch.

KlydeFrog1 votes

Exactly

Sightless661 votes

To be fair though, it was pretty hated. It was the second rework he had had, and it was met with the same criticisms the first rework had (namely, that it was made primarily to remove mechanics Rioters didn't like, with a minimal focus on adding interesting new mechanics). They were trying to respond to Skarner players that very strongly felt that the reworks had not been designed with the goal of actually giving Skarner something fun to replace the permaslow.

Hell, the fact that his popularity dropped after each of the first two reworks was something Riot had to feel at least a little guilty about, even if the exact same thing ended happening after the latest one.

SpecterVonBaren2 votes

Crystal Venom Skarner wasn't hated.

Sightless661 votes

It spent most of its time in the bottom-5 for playrates and never broke bottom-10. It managed to have no increase in popularity over the first rework that had been so despised that it necessitated a second rework less than a year later. Hell, if you keep in mind that Urgot, Galio and Poppy have all been reworked since Skarner got his third rework, it looks very, very likely that crystal venom Skarner would be the least-popular champion in the game if Skarner got reverted. After all, there is no one else he was consistently beating.

The only reason it wasn't hated was that it wasn't as much of a failure as the other reworks, but that's no achievement. It was resentfully ignored at best, and hated at worst.

SpecterVonBaren1 votes

None of that indicates a hatred of it by Skarner players. It was the closest any of the reworks got to being like original Skarner. Can you show me numbers for the differences between the playrates of the various Skarner reworks?

Sightless661 votes

It was the closest any of the reworks got to being like original Skarner.

"Closest" means nothing. It had still had very few It was still unpopular, and it was still a failure. Until one of them actually brings bring some amount of the Skarner players he used to have, instead of just bleeding players and maintaining a relatively low "Playerbase Average Games Played", there is no reason to think that any one of them has succeeded at appealing to people in the way Skarner originally did.

None of that indicates a hatred of it by Skarner players.

It does indicate very high disinterest. If you want to be pedantic about the word "hate", then fine. Reword it to "not liking it" instead.

Can you show me numbers for the differences between the playrates of the various Skarner reworks?

No one keeps those numbers (that I'm aware of), so no. I can tell you from memory since I've been bitching about his state pretty constantly since season 3. I can also note that you claimed the rework was unnecessary, so can you present some evidence that people actually liked the damn thing? You did make a claim, so if you're going to ask for numbers, be sure you can present yours.

You want numbers you can look at? Look at how many people upvote asking for a new rework, and compare that to how many people ask for a revert. Do a reddit search for the period of time when Skarner's second rework was out and see how few positive threads there are. Those are evidence of the community's lack of fond memories for that rework.

SociopathFriend1 votes

I actually very much like defending the spires.

Sightless661 votes

Given that he's the least popular champion in the game and has a very low rate of people maining him relative to his popularity, I think we can agree that very, very few people share your opinion.

Thresh Outta Fux1 votes

{quoted}

Please undo this crappy rework the spire is crap and weaker compared to how he was .

Actually, they really should just make it so that instead of wards, he places permanent (as long as the limit isn't exceeded of 3/5/whatever) Spires.

PopcornBunni1 votes

Okay but keep the capture points. Subgames are the only thing keeping me from being bored to tears in this game.

SirLapse1 votes

He's actually not as bad as what people would imagine him to be, it's that his minigame almost entirely dominates people's perception of how to play him, creating this huge rift of Kindred syndrome where you're looking to do something that would actually hurt you in the game.

If the spires could be generated in a similar way to Kindred marks where they spawn at x time on the map in guaranteed locations for the start of the game, it'd allow him to strategically be doing something for his team in the early game. Furthermore, some of the locations need a complete rework in terms of where they're set, and more spires need to be on the actual map. This would then allow Riot to actually push back the power of the spire itself and slap some of it back onto Skarner. I want to emphasize that it's not that the Spires are really all that bad in concept, it's that the current execution is pretty restrictive.

The niche I believe he should be isn't Juggernaut at all (and unironically he came from an abomination of a patch where Mordekaiser was tuned to no longer really be a Juggernaut eventually). He should be an early game AD/mixed damage caster duelist since that's pretty much all he's been good for outside of the buttlaser tank build. He already goes Warrior and things like Tri Force for optimal strategies, but ends up as a "mid game Jax" with no late game pay-off due to enemy peel and kiting. That'd be fine if he actually had a dominant enough early game in exchange.

With new runes, he can run Aftershock pretty well (actually extremely well) among other things like Predator (which is still meh at the moment) and ironically Phase Rush (for when you get onto a target). He doesn't need much more work honestly than the Spires themselves and how it relates to his power level in the early game.

KlydeFrog1 votes

meh predator seems fine but also grasp of the undying. or being able to ult the spires to move them because how he is now is a ult bot. before what the spires did is what his old q did but it stacked. With this you were able to do more

Shahamut1 votes

Just screw the spires all together... they don't even make sense... Just a crappy homage to dominion...

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