@Xelnath. Skarner's ult is the reason why he feels unsatisfying.

Erronius·3/26/2014, 10:51:43 PM·4 votes·987 views

I understand that Skarner's ult is essentially the only truly unique skill in his kit, but I have always thought (from release to live) that his ult is incredibly unsatisfying to use.

Sure it has a fancy emote when he uses it, but the entire ability is a drawn out period where the player themselves lose one aspect of combat ability in trade for "kidnapping" a target. Leaving the entire process of running in, ulting, and then manually running out to drag your target away a flawed-feeling concept.

It is flawed because it throws one aspect of Skarner's kit, auto attacking to reduce cooldowns, right back in your face because during his ult, this aspect of his kit is completely useless. Skarner is an auto attack based champion, he gets attack speed and is rewarded for auto attacking with more spammable skills -his identity when his ult is on cooldown is that of an auto attacking bruiser of sorts, it's what people get used to before they hit 6, and it's how they learn to use him the 98% of the game that he doesn't spend kidnapping some noob.

Basically you ult and turn a voracious auto attacking champion into... a tugboat. And the worst part? The player is painfully aware of every second that he is limited by his ultimate's duration.

The issue, in my mind, is that Skarner's ult is 'all-stick'. Some form of automation would, in my opinion, give it a more 'ultimatey' feel. As is, the usage of the ability is identical to Singed's flip in most every aspect except for the duration after the initial use where the targeted player has no control.

I feel like Skarner's movespeed boost needs to be moved to his ultimate, and the usage of his ult needs to be changed. I'll explain:

Targeting range increased, now can be cast from (for example) 700 range. Skarner targets an enemy and gains a movespeed boost that lasts X seconds, he charges towards his target and lasso's it as he does now, then he automatically retreats towards the initial cast point until the duration of the lasso expires.

Think a movespeed boost similar to the spirit breaker's from dota, same ramp up concept Skarner's rework came with, with max speed being reached at the expiration of his Ult.

I feel like this would drastically improve the feel of his ult, and greatly emphasize his 'kidnapper' role. It removes that brief feeling of uselessness and adds a needed amount of skillful play in regards to positioning before using his ult. Mechanics that emphasize his role, add room for skillful play, and improve the satisfaction of successfully ulting.

I really hope Xelnath, or at least someone from the design team takes a look at this.

17 Comments

DuskTheViking3/27/2014, 2:49:32 PM3 votes

What i am learning about Skarner as i play him.

  1. His ulti is a suppress (the only type of cc that you cant smite from) making him one of the most reliable baron/dragon stealers in the game

  2. his ulti makes him a counter to reneckton! typically you cant gank reneckton from behind as a jungler because he will double dash through you. skarner prevents this entirely then has a follow up slow after the escape has been blown.

  3. His super fast clear speed lets you hit lv 6 at around the 6 minute mark, and still has time to squeeze a gank in during that time

  4. Skarner is a very strong dueler early which can deter counter jungle, or allow him to counter jungle.

  5. if you roll boots of movefast with MS quints/masterys "they shall never escape" this also allows skarner to spit push and prevent massive team fighting which is his weakness(champs need a weakness or 2)

  6. if team fighting is forced he can still at least counter a diver like jax, shy, or kha with his ulti.

  7. Needs a VU, those tiny legs look dumb as f&*^ running around the jungle

  8. A champ that can put those Hybrid marks you've got collecting dust to use !

--Edit-- forgot one 9) His Ulti has some fun micro included. Right before the ulti duration ends you can change directions with skarner throwing your victim behind you for some extra travel. This puts skarner in prime position to orb walk the crap out of them

CaptainWednesday3/27/2014, 5:29:12 PM3 votes

I like the idea of gaining movement speed, so you can pull a target further without having to use your W's speed steroid. I think Skarner's ratios might need to be changed as well. I've been testing builds/runes/masteries and AD/Bruiser Skarner is the most effective right now. However, boosting the power of his ultimate is like swimming with sharks.

A Supression is the most powerful form of CC in LoL. You might be forgetting the power of Skarner's ultimate and why it is superior to the other three supressions (Malzahar ,Urgot ,Warwick ). Skarner's ult is not a channel. If he is inflicted with hard CC, his target is still suppressed. Also, Skarner has free movement while suppressing. This gives Skarner the most powerful and flexible (in my unique opinion) form of CC in the game. It sets him apart from everyone else.

That being said, when you fail an ult, you fail an ult. Its one of the worst feelings to ult someone, and they get away. I agree it should have more feeling to it because its the most powerful CC in the game. Maybe allow the champion being ulted to be targeted? Maybe give Skarner Armor & MR after ulting? Maybe increase his damage by a percentage after a successful ult (reward good pulls)? I do not know; its dangerous experimenting. All I know is, his ult should feel more empowering than it currently does.

ArtoriusIV3/26/2014, 11:34:29 PM1 votes

the issue I see with this, is if the target flash's, he now pulls them for a longer duration than he would otherwise, but I agree, his ult could use some touching. I really agree with the range increase too.

Albus Alcesalces3/27/2014, 8:40:58 AM1 votes

I agree. It would be nice if his ult had more bang for its buck. I hope someone does consider your post and reworks him.