Skarner, i miss your kind
Hello there :) I recently discovered this place, i decided to share some ideas. IronStylus convinced me, should i say. :)
Anyways, i have same named thread on NA GD sharing the same name. If interested, you can check it here!
Crystal Slash: Now Skarner only loses 1 stack and his Attack Speed buff decays once every 4/4.5/5/5.5/6 seconds.
*Gained Attack Speed through stacks are too precious but hardly manageable. So instead of losing all (Like Jax' passive) he will lose 1 by 1 (Like Jinx's Pow-Pow!) Empowered Q still gets reset regardless. So he needs to charge it again.
Crystalline Exoskeleton: Ramp up duration now decreased to 2,5 seconds
This is such a critical ability for Skarner and waiting for it to ramp up is very unhealty choice for Skarner. Pretty much everybody dislikes this.
There is also another idea, but unlikely to happen.
Crystalline Exoskeleton:(Passive) now grants Skarner 5/10/15/20/25 melee range for the duration. (150 total) If shield breaks prematurely, he will lose bonus range immediately.
Cooldown increased to 18/16/14/12/10 seconds or static 14 seconds. Since it is not that much needed in jungle (because AS bonus is on Q now)
Fracture: Skarner now also slows enemies Attack Speed by 20/25/30/35/40% for 2,5 seconds and marks enemy champions for 4 seconds. If marked champions hit by an ally or Skarner's ability/autoattack, they will be slowed half of the amount for 0.5/0.75/1/1.25/1.5 seconds
This ability is lackluster and RiotScruffy also realized this problem. So maybe test it out sometimes? I think it is pretty self-explanatory. It is super freaking cool! I couldn't wait to play Skarner in ranked again!
Also if there is any possibility of recovering Skarner's heal mark, then i am all open. Casual Skarners made it remove, we want it back! Riot plz
**Impale:**This monster ability got the love it deserved at long last. Should have been fixed long ago. Props to community and RiotScruffy for solving this.
Now you might ignore this last change, but i think this one is also cool Sounds OP but pretty reasonable.
Impale:When Skarner uses his Impale, he gains 10/15/20% damage reduction to any source of damage (except true damage and turrets). Bonus disappears if ultimate prematurely ends.
*If we are going to chase people late game and tower-dive mid game, Skarner needs additional power he can rely on. Not just items. His early game is pretty weak ans he cannot make it to late game if he is broke. You promised to make Skarner viable and prevent him falling off if he gets behind. This can actually put his team ahead.
That was all. I hope this will be my last thread about Skarner and get some sort of attention. Thank you for sharing your time :)
TL;DR: To get the essential ideas, read bold statements (my BOLD statements yeaah) i don't always make statements, but when i do, i make sure they are BOLD