Talk:Skarner/@comment-31543294-20181018120846/@comment-28977071-20181125091625

I don't think that dmg sounds like a valid reason.

I've never found dmg to be s' primary job, they should be imo focusing on control, optionally also utility. But definitely not just CC, and absolutely not only in a "bot" manner. A good tank must predict, be unpredictable for the enemy, predictable for the allies (pings..), bait and peel too. A also doing some dmg is fine, but doing no dmg isn't bad either. The only thing is that such player alone just won't carry the game to the victory. SO picking dmg on'em is more about being an egocentric player than about strategy.

Back to the topic, if we just delve into the statistics, performance is scarnily low. If I was to blame anything for this, then prolly the s' mechanics. You know, his kit isn't really made for laning (ye, there are some okay-ish off-meta options on or as a, but.. see the next sentence). The s really help him in the jungle and make his playstyle very unique, but on the Rift he can't honestly just 'em into lanes. He needs to farm a lot to hit his lvl 6 powerspike and even then his ganks aren't maybe satisfactory enough. One's often forced to grab or  to actually be a threat and that doesn't add up to his rune variability. It actually feels as if he needed both keystones together.

So in the end you've got the s to get to your lvl 6, but you can't have'em in lanes. So your ends up being just an in-lane compensation for not having access to s. Beside power-farming, they're mostly useful when contesting  and s on the Rift. Both of these are important indeed but maybe not enough.

This is just such my vague feeling that the problem lies elsewhere. I've played this guy quite rarely so please take my opinions very lightly and feel free to object -__-