@Xelnath. My take on the Skarner situation and the discussion that was occurring on the forums
Warning to other readers: This is an Open letter that is going to be a large wall of text. There's a lot to talk about here and Skarner is one of my favorite champions so I have a lot to say about him. There is a TL:DR below that discuss the main ideas of my letter but if you find this an interesting topic I encourage you to find the time to read the whole thing. It is a lot, but it can be read in sections and I have broken it up somewhat.
Thread That I reference below: http://forums.na.leagueoflegends.com/board/showthread.php?t=4392171
Hey Xel,
First of all, I would like to say thank you for taking so much time out to personally test our favorite scorpion in a few games and give us honest and polite feedback. Throughout this letter, I'm going to explain where I think each of Skarner's abilities is strong or weak as well as compare him to other champions with similar skills to give context. Afterwords I'll try to explain my feelings on what I enjoyed about Skarner as a champion and why I no longer enjoy those things, but before I begin I'd like to say a little bit about myself so you understand where I'm coming from.
I've been playing League of Legends since October of 2010. At that time I played under the account Katzextreme, which is now currently on the OCE server. Although if you check lolking you can still find my old stats for the NA server there http://www.lolking.net/summoner/na/20919358#ranked-stats. As you can see from the previous link. Skarner was far and away my most played champion during Season two. Since then, I've slowly moved further and further away from playing him to the point that I hardly touch him at all. Now, after the rework(which I admittedly haven't played much of the new skarner), I play him even less. How is it, that a champion I loved so much and was the first champion that I immediately wanted from the moment he was announced became something that I never wanted to play. The answer is that he's just not as fun, and I can't find any reason to play him over other champions.
I've always kind of known why this has become the case, but after reading through the conversation on the forums, I felt the need to actually purposefully analyze Skarner as a champion and why I feel like he's underwhelming and not played much anymore. So without further ado...
A.) Passive : Energize Basic attacks lower all ability cooldowns by 0.5 seconds. Double effect on attacking champions
Energize is the reason that the old permaslow was so important to Skarners kit and why it's removal has hurt Skarner so much. Skarner's ability to keep his shield up and therefore be tanky enough to do his job, came from his ability to consistently auto his opponents, which in-turn was dependent on his ability to stick to targets. Hence the ability to consistently slow his opponents. Now I'm pretty sure that everyone at least on some level understands the reason why the slow needed to be nerfed, maybe not outright removed, but the reaction was understandable and I think we all accept that. However, I do feel the need to bring back to light the comparison to Olaf and Mundo who have similar abilities and are able to do them from range. I can't help but think that Skarner's old Q could have been nerfed similarly to how Olaf and Mundo's slows were nerfed when they became too strong. All in all this passive makes sense as it plays to Skarner's overall feel of being a swarming champion of impending doom.
Comparisons
Ryze: Arcane Mastery When Ryze casts a spell, all other spells have their cooldown reduced by 1 second
Ryze's passive is better than Skarner's specifically because Ryze's spells are ranged and his ultimate gives him movespeed that can't be affected which makes it easier for him to stick to targets and keep casting unlike Skarner who has to be in melee range and keep auto-attacking
B.) Q ability: Crystal Slash Skarner lashes out with his claws, dealing physical damage to all nearby enemies and charging himself with Crystal Energy for several seconds if a unit is struck. If he casts Crystal Slash again while powered by Crystal Energy, he deals bonus magic damage. Whenever he hits a target with Crystal Slash he gains a stacking buff that increases his Attack Speed for a few seconds.
So this is Skarner's BnB (bread and butter) ability. This ability used to be probably the ability that made Skarner feel most smooth and fun to play. It's his second most iconic ability. The biggest problem with this ability now in my opinion has nothing to do with the numbers and everything to do with the feel. The ability is strong on it's own but as Riot indicates a lot, invisible power, like stat buffs, while strong doesn't always feel good and I believe this is a case of just feeling let down by the ability. Before, you could tell when you were landing your Q's because everything around you was slowed and it made you feel like a super powerful predator as you were taking down your targets, It was never really about the damage even though the damage itself was strong. Now, you can see the damage still but it doesn't really feel like you're doing anything other than just spamming a button because it does something. Somewhat like Kassadin's old W where you just pressed it because it was there.
Comparisons to other spammable abilities or attackspeed buffs
Aatrox's passive: Aatrox gains attack speed up to 50% just by using his abilities. Yes his abilities cost health instead of mana, but the buff isn't reliant on sticking to a target and lasts longer.
Cassiopeia's Q: Landing her Q gives you a movement speed buff that makes her surprisingly mobile and lets her stick to targets or escape. I think that this might possibly be a better way to go for Skarner's Q as a similar effect to his old Q that's not quite as strong.
Hecarim's Q: Does 115 (200-85) more base damage on the first strike and 43 (200-157) more base damage on each subsequent strike at max rank. Hecarim's ability also does more damage at lvl 1 which is arguably more important because it lets him clear faster. However, Skarner's damage has the ability to outscale Hecarim's later.
Jax Passive: much more reliable and higher attack speed buff.
Jinx Q: Passive attack speed buff proc'd on auto-attacks but doesn't last as long. And it's more important for Jinx to have it as a major dps source
Kha'zix Q: Spammable damage ability but isn't AoE while skarner's is. Isolation bonus damage
Fiora E: Stronger attack speed buff that proc's a movement speed buff on autoattacks. Again another possibility to help Skarner feel better and stick to targets easier.
Tristana Q: Attackspeed buff for 7 seconds that's much stronger, offset by tristana's position as a dps champion
C. ) W Ability: Crystalline Exoskeleton Skarner gains a shield, and while the shield persists his Movement Speed is increased.
The strongest part of Skarner's kit is also one of his most problematic. While his shield is somewhat strong, the moment it's broken he loses the movement speed buff which reduces his ability to stick to targets. This creates a (somewhat unhealthy) play pattern like the old AP Sion where either your shield is so strong it's unbearable, or opponents just turn, destroy the shield and then walk away. Also, the fact that the speed buff takes time to ramp up makes Skarner very predictable and zoneable.
Comparasions to other chasing/sticking abilities
Dr. Mundo Q: Spammable slow which allows him to both engage and escape
Dr. Mundo Ult: The health regen is much stronger than the shield, lasts longer and isn't reliant on autoattacks to bring back up. Also the movement speed is much greater. Offset by being an ultimate ability but the CD is somewhat low.
Evelynn W: Has a passive portion and activation removes all slows which is arguably stronger than having the shield since she gets one from her ult. Also has resets
Gangplank E: less of a movement speed buff, but gives attack damage and gives buff to team. Probably similar in power, but GP isn't played much either.
Karma E: weaker shield but stronger movespeed bonus. Also can be applied to teammates, including multiple teammates with AoE damage if coupled with her ult.
Nunu w: Can be cast on Ally to give both you and your ally a buff. Movespeed is weaker but also give attack speed buff. Comparable trade off where Skarner might actually win out depending on team comp due to shield.
Olaf: Q + Ult: Ranged slow and he can't be stopped because due to cc immunity. Understandably stronger since it utilizes his ultimate but seeing as the major reason for Skarner's W is to get him in range for his ultimate the two combos are comparable.
Rumble W + E: Can slow two targets and is comparable statwise to Skarner w+e combo when Rumble is in Danger Zone
Shyvanna W: This one is the killer. Shyvanna's W is objectively better than Skarner's in every way. It last's longer, she moves faster, she does AoE damage which offsets the shield not to mention once she hits six she gets passive defensive stats.
Singed Ult: Extremely long movement speed buff and the defensive stats offset the shield that Skarner gets as well as the increased damage. Offset somewhat by being an ultimate ability but is on a low enough cooldown that it's negligible in comparison.
Udyr W+E: Comparable because they can be spammed and active at the same time Shield is weaker but lasts longer and provides lifesteal, Speedbuff is maxed at initial cast can provide possible stun and ignores unit collision.
Volibear Q: Longer lasting speed buff and faster speed when chasing
D.)E Ability: Fracture Skarner summons a blast of crystalline energy which deals damage to enemies struck and slows them.
This always has been, and continues to be Skarner's most underwhelming ability. Yes the slow is strong, but the projectile speed is still really slow and if you miss it you're pretty much out of luck. The cooldown is also long and it is difficult for Skarner to stay stuck on targets for long with his W based on the reasons listed above. Furthermore, it just doesn't feel like it fits. You have this giant imposing bug who's supposed to get up in your face and tear you apart...oh and he has a laser. That just doesn't make sense with the motif. Maybe if the animation was something like breaking apart the ground or causing an earthquake or something it might look and feel better at least. Right now it just disconnects the player from the fantasy of the character.
Comparisons to ranged slows
Aatrox E: Awkward but creative aiming system. Faster but shorter ranged, pretty comparable as stand alone abilities
Mundo Q: Slightly shorter range, but spammable and hits harder. Also much faster pretty much better objectively
Galio Q: About same range, looks wider and faster but not positive on that. A little more base damage for less scaling. Comparable
Malphite Q: Much shorter ranged, but called shot and gives Malphite movement speed
Nasus W: Single target, but called shot. Insane slow amount that applys an attack speed slow as well
Nunu E: Single target, but called shot. Comparable slow amount and also has an attack speed slow
Olaf Q: Longer range, Faster Projectile, Higher Damage, Lower Cooldown and (arguably) easier cooldown reduction. All in all a better ability.
Singed W: Can be used as a zoning tool as it affects the land. Comparable slow amount.
Trundle E: Larger range and is an effective zoning tool, Slow is weaker but made up for by zoning potential and displacement
E.) R Ability(Ultimate): Impale Skarner suppresses an enemy champion and deals magic damage to it. During this time, Skarner can move freely and will drag his helpless victim around with him. When the effect ends, Skarner's target will be dealt additional damage.
Skarner's signature ability. The ability he is known for and the one, that if I'm understanding your previous posts correctly, the rework team based his new kit around. Throughout the thread you talk about Skarner's niche being a "kidnapper". At first glance that seems like the most straightfoward way to look at his kit. However, most experienced Skarner players that I witnessed including myself found it much more effective during the later part of the game to use it as either a peeling tool, or as a tool to prevent escape towards the end of a fight(especially with the old bug that prevented flashing out of range). I'm not saying that it's only open to one interpretation or that we shouldn't learn the new vision. I'm just indicating where the disconnect is located. A major problem with this ability is that the ultimate doesn't really last long enough to be able to get the captured opponent back to your team. By the time that Skarner can actually make it to his desired target and begin pulling them, the other team will have reacted and most likely popped his shield at which point he no longer has his movement speed buff. Furthermore, he is likely to be CC'd once he has his quarry if not before even being able to make it in. As mentioned in the thread the changes to gold items and shurelia/talisman really hurt Skarner's ability to catch his prey and as a result this play-style/play-pattern. Another problem with this ability is that it prevents Skarner from auto-attacking. This counter acts the rest of his playstyle and since he must put himself in harm's way to ult, it is counter intuitive that he can't help regenerate his shield while doing so.
Comparisons to other Displacement/suppression abilities:
Ahri E: Lasts longer at max rank and is ranged. Pull range potential is much lower but Skarner rarely gets to pull much further than charm's pull anyways. Also amplifies Ahri's damage but this is offset by Ahri's role as dps/assassin
Blitzcrank Q: Long ranged skill shot, but creates instant displacement which pulls the opponent to Blitzcrank's position. Can't be reduced by tenacity or cleansed. Basically does what Skarner wants to do, but instantaneously and on a much shorter CD
Darius E: Longer ranged, Lower CD, Pulls to Darius's position but he can't pull them further
Gragas Ult: Longer ranged, but skill shot. Does more damage but could possibly push target away instead of into team. Trade offs but Gragas's ult is stronger
Lee Sin Ult: Requires high amount of skill to pull off so it's a equal trade-off in my opinion.
Malzahar Ult: Is a channel that can be broken, but is ranged so therefore somewhat safer. Turns him into a 1v1 terror as he does a ton of damage during it. Combos well with other skills
Nautilus Q: Can be used to pull himself with terrain, Combos into his passive stun. However, can only pull so far and doesn't really pull into team.
Singed E: Instantaneous displacement that cannot be reduced by tenacity or cleansed. Not as much potential displacement, but is much safer due to buffs with ultimate
Urgot Ult: Ranged suppression and displacement. Could possibly place urgot in danger but that is offset by the massive defensive buffs it provides. Also slows the target that was displaced
Warwick Ult: Instantaneous Gap closer that makes the ability easier to pull off and is on a shorter cooldown. Doesn't displace enemy but lasts longer and does more damage. Makes him a ganking terror post-6
F: ) My personal feelings:
My initial love of playing Skarner came from my feeling of slowly dismantling and defeating my opponent. Knowing that they are unable to flee from you and that you will inevitably overtake them reminds me of a swarm of scarabs or locusts or any swarm really. That was a unique feeling that made Skarner feel special. To me, not only does his new kit feel less connected to that idea, it also feels at odds with itself at times. His W+E seem like they'd be better placed on a champion who once he catches you he does a ton of burst damage with his ultimate and then uses his Q to finish you off. While his Q+R feel like they'd work better with other skills that allowed you to just slowly dismember your opponent maybe with a DoT.
Furthermore his kit just no longer feels satisfying, old or new. When I'm in champion select I just feel like every ability he has is outclassed in someway by a different champion and that many choices have two abilities that outclass Skarner's to the point that it's just not worth picking him for my team competitively. So not only is he not as much fun, he's also not as viable. I understand that his win rate is hovering around 50% but his pick rate shows that that number is skewed by the fact that only a small dedicated player base who understand his strengths and nuances are playing him and therefore more likely to be successful with him. Why pick him for his Chasing power, when I can just play Mundo or Shyvanna? Why play him for his displacement when I can play Blitz, Singed or Gragas? Why play him for his ganks, when I can play Warwick.
As for any fixes, I think there are a few possible small buffs that could possible help Skarner to feel better and more unique as a champion. Firstly, his Q could give him a small movement speed buff. This would not only give a similar feel to the old Skarner but would allow for more sticking power without the previous problem of perma-slowing. Also, it plays into the fantasy of being a big swarming bug. For his E, make it something that fits more with his motif, even if it has the same effect. Maybe he raises crystals from the ground that sink back in as the skill shot travels. Add CC immunity to his shield or to his ult to make it so he can actually pull the opponent back into the team or put it on his E and make it some sort of timed spell shield or something. Maybe only the targets he hits can't CC him. Something to think about.
Again, I'd like to thank you for your time Xelnath and I really appreciate you taking the time out to personally test Skarner and talk to us. I would love to hear any feedback you or any other reds might have, or talk to you on Raidcall or something similar about this topic. Actually I'd just love to talk to you in general because I'm hoping to move into Game Design once I graduate next year. Thanks again and hope to see you on the rift.
-Lasersniped
TL:DR
- Personally to me, Skarner's appeal comes from his swarming bug motif and his ability to consistently chase down targets.
- Skarner's new kit doesn't live up to those feelings and feels underwhelming and disconnected
- All of Skarner's abilities either don't feel unique enough to him or outclassed by similar abilities from other champions
- The rework was close, but there are a few small tweaks that could be made to solidify Skarner's niche and play pattern.
- Thanks for all of your feedback
- Laser wants to work for Riot and would love to talk to anyone about his goals and ideas.
rework. I do thank you and appreciate the EXTREMELY level-headed post detailing your concerns, frustrations and hopes for him here.