Here, at Reign Of Gaming, we always read the comments under our news and blog articles. Sometimes regular commenters stand out as being competent, well-behaved and enthusiastic. This is the case with Gameguy301, whom we noticed some time ago and are now willing to let officially share his thoughts on the latest Live patch. Let us know if you agree with his way of thinking in the comments and keep in mind those are the thoughts of a summoner - just like any of us.
-Overneathe, RoG News Manager
We gave Crystal Slash a stacking attack speed buff and moved its slow over to Fracture, which in turn lost its heal mark mechanic. Crystalline Exoskeleton’s movement speed bonus now ramps up over 3 seconds instead of instantly and Impale will root the target during the windup animation.
We’re giving Skarner a moderate rework to bring him slashing and impaling into the modern day. Our goals are to improve his overall counterplay, make Fracture a more useful skill and bring him up to current jungle standards. These changes shouldn't have a dramatic effect on Skarner's overall play pattern but they should make his kit feel more cohesive overall.
Check Out The Changes Listed In The Official Notes On Skarner's Rework
The Skarner rework has been a pretty hot button topic lately. Many say the rework is underpowered, an observation I am inclined to agree with (it seems Riot agrees too). According to Riot Scruffy, Skarner is most likely underperforming and they have a number of ideas already pending.
Next we have players that claim the “feel” of skarner has been ruined, which I only agree with up to a point. For the most part i think this rework is not entirely off the mark, with the ult changes being necessary, and the “feel” is easily salvageable. It all comes down to uptime on the slow. At 2.5 seconds of slow per 14 second cool-down (2.5 / 14) you are left with an uptime just below 18%. At 40% CDR that becomes 2.5 / 8.4 for just below 30% uptime. Of course this is before we factor in Skarner’s passive, which will at best (assuming 1 auto per second), cut the cooldown in half. If it the cooldown was reverted to 10 seconds it would increase uptime to 25%, while at 40% CDR you get 40% uptime for the 6 second cooldown. Which means, factoring in our passive, Skarner has an almost permanent slow (~80% uptime at 1 attack per second).