Skarner's Jungle Problem(s) and Solution(s)
This opinion excludes lane Skarner, who was painlessly killed off with the removal of lane sustain.
Crystal Slash no longer needs the priming due to the removal of the slow. The magic damage should be applied on the first Crystal Slash!
Skarner now feels like a Tanky AP jungler with SotAG and FG still core with Liandry's as your tank shredder. The difference is that you either build Sunfire vs AD or Rylai's (Banshee's) vs AP, or just build Rylai's if you get fed and be a frontline destroyer and regain the original Crystal Slash slow.
Skarner's rework is much more healthy for the game and the champion himself due to the lack of the feast or famine mentality. The numbers just need to be tweaked and he'll be perfectly fine. His utility abilities shouldn't have so much of their power gated by ranks, at least not both Fracture and Crystalline Exoskeleton at the same time.
That said, I still hate how undertuned Fracture is, any of the following changes would be more than welcome to help Skarner's bread and butter CC:
- Make the slow baseline at all ranks as 40%.
- Increase missile speed, is it really 1700 units on the live servers? If it is 1700 units then 1950-2250 units would be around the sweet spot.
- Increase missile width from 90 units to 120-150 units.
- Make the mana cost baseline as 60 mana.
- Increase the baseline slow duration.
- Allow Skarner to increase the duration of the slow by X seconds, up to X seconds, when applying Crystal Slash to targets debuffed by Fracture.
- Make the cooldown baseline at all rank as 10 seconds (arguably unnecessary).
If we can't get to Fracture then could we look at Crystalline Exoskeleton instead:
- Allow the movement speed to persist for X (1-2?) seconds if the shield shatters prematurely. (This is the same problem Skarner ran into and why the attack speed was moved to Q, come on!)
- Snapshot Skarner's bonus movement speed after the shield shatters, allowing him to maintain the movement speed bonus for the full 6 seconds but can no longer ramp up without the shield.
- Grant Skarner X% of the movement speed immediately with the rest ramping up over 3 seconds.
- While Crystalline Exoskeleton is active Skarner is immune to slowing effects, or Skarner's movement speed cannot be reduced below X%.
- Remove the ramping on Skarner's movement speed (Subverted by waiting in Fog of War for it to reach critical mass and arguably the weakest argument).
If we can get none of these tweaks then we can, as a last resort, give Impale additional kit synergy by enabling Skarner to teleport to a target debuffed with Fracture. The process is as follows:
- If Skarner activates Impale while targeting a champion afflicted with Fracture he now burrows to the target and instantly impales them.
- Skarner's channel time for Impale is now his burrow time to Fractured targets, but does not root the target with this method.
- Upon emerging from the channeled burrow time Skarner immediately Impales the target while shouting his successful quote.
- Fractures slow missile speed and skinny missile width are now properly explained and greatly rewards a skilled Skarner for landing long range Fractures post 6.
- Fractures slow should still be 40% baseline or the duration of Fracture increased with this change.
I feel mildly terrible for surrendering my PBE access as I could have helped steamline the numbers better, but that's all the beef I have with Skarner's rework, a simple case of numbers that are incredibly easy to fix. The mechanics themselves are largely ideal for spreading out Skarner's power, good job on that. Getting caught by Skarner no longer means you won't be moving anywhere anytime soon and allows you to actually escape without Flash.
However, we'll see how these next batch of recent number tweaks help Skarner.